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.

Mechanics

League Content

Delirium, Expedition, Breach, Ritual, Burning Monolith, Abyss, and Temple branches collected into one route.

Leagues
Ascendancy

Trials

Sekhemas, Chaos, Ascendancy points and Relics.

Core Loop

Atlas & Waystones

Map progression, waystone pressure, tower setup, and the basic rhythm of endgame routing.

Maps
Boss Progression

Map Bosses & Citadels

Powerful Boss rules, citadel routing, fragment flow, and the path toward Arbiter farming.

Bosses
Simulacrum

Delirium Boss Track

Kosis coverage, Simulacrum tiers, Liquid Emotions, and Delirium reward upgrades.

Delirium
Pinnacle Boss

Burning Monolith

Access to the Arbiter of Ash with three Crisis Fragments, and unique drops.

Pinnacle

POE2 Endgame: Overview

  • Use this landing page as the high-level map for POE2 endgame systems. Each card jumps into the deeper guide branch for mapping, league mechanics, boss progression, and pinnacle encounters.
  • The page is intentionally short: it gives the endgame branch a visual front door while the individual articles keep the detailed tables, boss cards, access notes, and reward data.

Overview

#

POE2DB Quest

Legacy of the Precursors

Origins of Divinity questline

Act
Act 10
Objective
Defeat the Arbiter of Divinity
Steps
13 progression stages
  1. Map DeviceVisit the Hooded One, then Doryani in the Ziggurat Refuge. Complete a Map using Doryani's Waystone.
  2. Precursor TowerClear the Precursor Tower, speak with Doryani, and activate its Beacon.
  3. Ancient GatewayFind four levers, reach the central platform, summon Doryani, and activate the Beacon.
  4. Burning MonolithExplore the Monolith with Doryani to reach both Gateway branches.
  5. Western GatewayUse four levers, defeat the Precursor Separator, ride the elevator, and activate the Beacon.
  6. Western Enigma ChamberDefeat Count Geonor and collect the Ancient Crisis Fragment.
  7. Eastern GatewayUse four levers, defeat the Precursor Refiner, ride the elevator, and activate the Beacon.
  8. Eastern Enigma ChamberDefeat Doryani and collect the Weathered Crisis Fragment.
  9. Arbiter of AshReturn to the Monolith, open the Sealed Passageway, defeat the Arbiter, and investigate the Fourth Edict.
  10. Origin TowerContinue by elevator with Doryani to the Origin Tower and both Halls.
  11. Patriarch and Matriarch HallsDefeat Phyx and Phya; activate each Ancient Curiosity to collect the Origin Spark and Origin Cradle.
  12. Precursor ReactorReturn to Doryani, insert both components, activate the Reactor, and collect the Origin Core.
  13. First EdictAscend the Tower, place the Core, defeat the Arbiter of Divinity, and report to Doryani.
RewardsVanquisher's Book of Knowledge VAncient Crisis FragmentFaded Crisis FragmentWeathered Crisis FragmentOrigin CradleOrigin Spark

Atlas passive point progress

ProgressAtlas passive pointsSource
Claim the rewardAfter defeating a Fortress map boss, interact with the object that spawns to claim the Atlas passive points.In-game progression
Precursor Tower4 Atlas passive points are shown as the completion reward. Click the Precursor Beacon to claim the points. A possible 8-point gain still needs confirmation.Reward interface·Precursor Beacon
Steppe1 Atlas passive point on completion in the shown Fortress map.In-game reward screenshot
Fortress mapsMaps inside the Fortress grant Atlas Passive Tree points and can carry Ancient Modifiers that add or alter map content.
Ancient MechanismsAfter Arbiter of Divinity, Ancient Mechanisms can complete nearby maps in a Fortress section and grant their Atlas skill points.

Overview

Progress

#

The Arbiter of Divinity

First Edict pinnacle boss

Location

Origin Tower

Access

Complete the Fortress route through the Burning Monolith, Origin Tower, Patriarch Halls, and Matriarch Halls. Place the Origin Spark and Origin Cradle in the Precursor Reactor, create the Origin Core, ascend the Origin Tower, then defeat the Arbiter of Divinity.

POE2DB Legacy of the Precursors lists the end route through Origin Tower, Patriarch Halls, Matriarch Halls, Origin Spark, Origin Cradle, Origin Core, and Arbiter of Divinity.

Access itemPriceLinks
Origin Spark—
Origin Cradle—
Origin Core—
Quest route

Area level: Act 10 endgame Fortress route

Origin Spark + Origin Cradle -> Origin Core

Defeat the Arbiter of Divinity to resolve the First Edict questline.
Repeat entry

Area level: Origin Tower

Origin Core

Origin Spark and Origin Cradle combine within the Tower of Origins into an Origin Core, which is brought to the tower apex.
Ancient Mechanism follow-up

Area level: Fortress sections

Arbiter of Divinity completion

Activate an Ancient Mechanism to complete nearby Fortress maps and collect their Atlas skill points.

Rewards

RewardPriceLinks
Decree of AcuityAncient Visor
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. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (150-250) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(25-35) to Dex+(25-35) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants EvasionEvasion 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.
  • GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-30) % of ER as extra ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-30) % of 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 as extra ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • You are BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    You are BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
  • The Effect of BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    on you is reversed
    The Effect of BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    on you is reversed

""Focus. Hone your mind. Your lessers rely on the tangible. Shed your senses, and raze them from this physical realm.""

—
Decree of FlightAncient Leggings
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.Spd30 % increased Movement Speed
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    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.
  • (20-30) % faster Dodge Roll(20-30) % faster Dodge Roll
  • Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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 (10-20) % of missing ES for 4 seconds when you Dodge Roll
    Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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 (10-20) % of missing 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.
    for 4 seconds when you Dodge Roll
  • Maximum amount of GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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.
    is based on max ES instead
    Maximum amount of GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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.
    is based on 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.
    instead
  • Divine FlightDivine Flight
  • base is floating [1]base is floating [1]

""Soar. Be swift. Let none trespass here, from above or below, lest your purpose be forfeit.""

—
Decree of LoyaltyAncient Mail
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. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    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.
    ChaosChaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(15-25) to Str and Int+(15-25) 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.
  • +(1-5) % to Maximum Chaos ResMaximum Chaos Resistance

    The default maximum for Elemental or ChaosChaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +(1-5) % to Maximum Chaos ResistanceMaximum Chaos Resistance

    The default maximum for Elemental or ChaosChaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • ConvertConvert

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to ArmourArmour , the converted portion would be scaled by percentage modifiers to ArmourArmour , but percentage modifiers to Evasion would have no effect.
    1 % of max Life to twice as much ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Res above 0%
    ConvertConvert

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to ArmourArmour , the converted portion would be scaled by percentage modifiers to ArmourArmour , but percentage modifiers to Evasion would have no effect.
    1 % of maximum Life to twice as much ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% ChaosChaos
    Fallback hint: no keyword description was found for this term.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — 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.
    above 0%
  • Defend with (150-200) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    while you have ES
    Defend with (150-200) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    while you have 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.
    ChaosChaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • DoT cannot bypass your ESDamage over Time cannot bypass your 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.
    ChaosChaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

""Hold firm. Let no word but the Mothers' turn your head. Through your unfaltering fealty, you achieve perfection.""

—
OpportunityUltimate Life Flask
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 FilledEffect is not removed when Unreserved Life is Filled
  • Cannot be Used manuallyCannot be Used manually
  • Used when you release a skill with Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    Used when you release a skill with Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
  • Skills have (80-120) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window during effect
    Skills have (80-120) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window during effect
  • (100-150) % inc. Amount Recovered(100-150) % increased Amount Recovered
  • (25-50) % reduced Recovery rate(25-50) % reduced Recovery rate
  • (50-75) % reduced Charges per use(50-75) % reduced Charges per use

""Calculations complete, and He is assembled. Our immaculate tactics are set in motion.""

—
The OrdainedGrand Spear
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 ThrowGrants Skill: Spear Throw
  • Grants Skill: Level 18 Righteous DescentGrants Skill: Level 18 Righteous Descent
  • 25 % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike 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.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
    25 % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike 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.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
Explicit
  • (150-250) % inc. Phys.Dmg(150-250) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds 1 to (200-300) Light.DmgAdds 1 to (200-300) 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
  • +(5-8) % to Crit%+(5-8) % to Critical HitCritical Hit

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

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your 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 well as PhysicalPhysical

    10% increased Physical Damage
    damage
    Life LeechLife Leech

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your 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 well as PhysicalPhysical

    10% increased Physical Damage
    damage
  • Create a Fragment of DivinityFragment of Divinity

    Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
    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.
    every 4 seconds
    Create a Fragment of DivinityFragment of Divinity

    Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
    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.
    every 4 seconds

"May the Lightless drown in the violence of His devotion."

—

5 unique rewards are listed below. Individual drop rates are not published.

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. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (150-250) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(25-35) to Dex+(25-35) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants EvasionEvasion 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.
  • GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-30) % of ER as extra ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (15-30) % of 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 as extra ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • You are BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    You are BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
  • The Effect of BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    on you is reversed
    The Effect of BlindBlind

    Being Blinded causes 20% less Accuracy Rating and EvasionEvasion Rating, and lasts for 4 seconds unless otherwise specified.
    on you is reversed

""Focus. Hone your mind. Your lessers rely on the tangible. Shed your senses, and raze them from this physical realm.""

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.Spd30 % increased Movement Speed
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    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.
  • (20-30) % faster Dodge Roll(20-30) % faster Dodge Roll
  • Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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 (10-20) % of missing ES for 4 seconds when you Dodge Roll
    Gain GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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 (10-20) % of missing 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.
    for 4 seconds when you Dodge Roll
  • Maximum amount of GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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.
    is based on max ES instead
    Maximum amount of GuardGuard

    Guard is a Buff that provides a buffer against damage from Hits , taking the damage before your Life or Energy ShieldEnergy 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.
    is based on 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.
    instead
  • Divine FlightDivine Flight
  • base is floating [1]base is floating [1]

""Soar. Be swift. Let none trespass here, from above or below, lest your purpose be forfeit.""

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. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    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.
    ChaosChaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • +(15-25) to Str and Int+(15-25) 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.
  • +(1-5) % to Maximum Chaos ResMaximum Chaos Resistance

    The default maximum for Elemental or ChaosChaos resistances is 75%. Maximum resistances cannot be raised above 90%.
    +(1-5) % to Maximum Chaos ResistanceMaximum Chaos Resistance

    The default maximum for Elemental or ChaosChaos resistances is 75%. Maximum resistances cannot be raised above 90%.
  • ConvertConvert

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to ArmourArmour , the converted portion would be scaled by percentage modifiers to ArmourArmour , but percentage modifiers to Evasion would have no effect.
    1 % of max Life to twice as much ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Res above 0%
    ConvertConvert

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to ArmourArmour , the converted portion would be scaled by percentage modifiers to ArmourArmour , but percentage modifiers to Evasion would have no effect.
    1 % of maximum Life to twice as much ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    per 1% ChaosChaos
    Fallback hint: no keyword description was found for this term.
    ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or ChaosChaos — 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.
    above 0%
  • Defend with (150-200) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    while you have ES
    Defend with (150-200) % of ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    while you have 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.
    ChaosChaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.
  • DoT cannot bypass your ESDamage over Time cannot bypass your 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.
    ChaosChaos damage removes twice as much Energy Shield.
    Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

""Hold firm. Let no word but the Mothers' turn your head. Through your unfaltering fealty, you achieve perfection.""

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 FilledEffect is not removed when Unreserved Life is Filled
  • Cannot be Used manuallyCannot be Used manually
  • Used when you release a skill with Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    Used when you release a skill with Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
  • Skills have (80-120) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window during effect
    Skills have (80-120) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window during effect
  • (100-150) % inc. Amount Recovered(100-150) % increased Amount Recovered
  • (25-50) % reduced Recovery rate(25-50) % reduced Recovery rate
  • (50-75) % reduced Charges per use(50-75) % reduced Charges per use

""Calculations complete, and He is assembled. Our immaculate tactics are set in motion.""

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 ThrowGrants Skill: Spear Throw
  • Grants Skill: Level 18 Righteous DescentGrants Skill: Level 18 Righteous Descent
  • 25 % inc. MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike 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.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
    25 % increased MeleeMelee

    Melee Attacks are those that directly hit with a melee StrikeStrike 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.
    StrikeStrike

    A Strike is a MeleeMelee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.
    Range with this weapon
Explicit
  • (150-250) % inc. Phys.Dmg(150-250) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • Adds 1 to (200-300) Light.DmgAdds 1 to (200-300) 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
  • +(5-8) % to Crit%+(5-8) % to Critical HitCritical Hit

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

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your 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 well as PhysicalPhysical

    10% increased Physical Damage
    damage
    Life LeechLife Leech

    When you deal damage with a Hit , Life Leech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second.
    Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage Types , the ratios between them will stay the same.
    Monsters have Leech Resistance that increases with monster level, reducing how much you recover from Leech from Hits against them.
    You can only recover from a single instance of Life Leech at a time, and all Life Leech is removed when Life is filled.
    recovers based on your 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 well as PhysicalPhysical

    10% increased Physical Damage
    damage
  • Create a Fragment of DivinityFragment of Divinity

    Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
    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.
    every 4 seconds
    Create a Fragment of DivinityFragment of Divinity

    Fragments of Divinity are Consumed by certain Skills to grant additional effects. Divine Fragments last 10 seconds.
    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.
    every 4 seconds

"May the Lightless drown in the violence of His devotion."

Overview

Encounter

#

The Arbiter of Ash

Pinnacle boss

Location

The Burning Monolith

Access

Use one Ancient, Weathered, and Faded Crisis Fragment in The Burning Monolith.

Ancient
515ex
Weathered
731ex
Faded
5.27d
The Arbiter of Ash

Area level: The Burning Monolith (Area level 82)

Faded Crisis Fragment + Weathered Crisis Fragment + Ancient Crisis Fragment

Core pinnacle entry route

Rewards

RewardPriceLinks
Morior InvictusGrand Regalia
Morior Invictus Lv. 65+
Morior Invictus

Base: Grand Regalia

Req: 41 Str | 41 Dex | 41 Int

Lvl ARERESWard Recipe
65 746677205- —
65 5951324086 Verisium×580Exceptional Verisium×2Vorana's Crest of the Scythe×1
Explicit
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    and ES
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    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.
  • 3 Random Socket Modifiers3 Random Socket Modifiers
    Fallback hint: no keyword description was found for this term.
    3 Random Socket Modifiers3 Random Socket Modifiers
    Fallback hint: no keyword description was found for this term.
  • Has 4 Augment Sockets (Hidden)Has 4 Augment Sockets (Hidden)

"The Unblinking Eye did not cower and wail. They stood against the end."

—
Solus IpseGrand Visage
Solus Ipse Lv. 65+
Solus Ipse

Base: Grand Visage

Req: 36 Str | 36 Dex | 36 Int

Lvl ARERESWard Recipe
65 30527984- —
65 197712299 Verisium×310Vorana's Crest of the Scythe×1
Explicit
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    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.
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Equipment and Skill Gems have 25 % inc. 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.
    req.
    Equipment and Skill Gems have 25 % 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
  • You can Socket 2 additional copies of each Lineage Support GemSupport Gem
    Fallback hint: no keyword description was found for this term.
    , in different Skills
    You can Socket 2 additional copies of each Lineage Support GemSupport Gem
    Fallback hint: no keyword description was found for this term.
    , in different Skills

"One warrior alone survived to face the Arbiter."

—
Sine AequoGrand Manchettes
Sine Aequo Lv. 65+
Sine Aequo

Base: Grand Manchettes

Req: 32 Str | 32 Dex | 32 Int

Lvl ARERESWard Recipe
65 17315649- —
65 8727870 Verisium×640Vorana's Crest of the Scythe×1
Explicit
  • (10-15) % inc. Skill SpeedSkill Speed

    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
    (10-15) % increased Skill SpeedSkill Speed

    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    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.
  • 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%
  • (30-50) % inc. Dmg against ImmobilisedImmobilised

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    Enemies
    (30-50) % increased Damage against ImmobilisedImmobilised

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    Enemies

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

—
Ab AeternoGrand Cuisses
Ab Aeterno Lv. 65+
Ab Aeterno

Base: Grand Cuisses

Req: 34 Str | 34 Dex | 34 Int

Lvl ARERESWard Recipe
65 30327685- —
65 1534112106 Verisium×540Medved's Crest of the Circle×1
Explicit
  • (15-30) % inc. Move.Spd(15-30) % increased Movement Speed
  • (200-250) % 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.
    , 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 .
    and ES
    (200-250) % 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.
    , 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 .
    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.
  • Dodge Roll avoids all 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.
    Dodge Roll avoids all 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.
  • Gain OverencumbranceOverencumbrance

    SlowsSlows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
    Gain OverencumbranceOverencumbrance

    SlowsSlows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
  • Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by SlowsSlows

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    while Sprinting
    Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by SlowsSlows

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    while Sprinting

"His enemy was for endurance forged. His own waned."

—
Sacred FlameShrine Sceptre
Sacred Flame Lv. 55+
Sacred Flame

Base: Shrine Sceptre

Req: 17 Str | 38 Int

Lvl Spirit
55 100

Purity of Fire

BuffPersistentAuraFire

Emit an Aura that boosts the Fire Res of you and Allies in your Presence .

  • Aura grants +(34 - 41) % to Fire ResAura grants +41 % to Fire Res
  • Aura grants +(0 - 8) % to Fire ResAura grants +8 % to Fire Res
Implicit
  • Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (40-60) % of Dmg as Extra FireFire

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

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (40-60) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 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.
    Regenerate (2-3) % of their Maximum Life per second
    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.
    Regenerate (2-3) % of their Maximum Life per second
  • 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.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (20-30) % of Dmg as Extra FireFire

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

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (20-30) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 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.
    Resist Ele.DmgElemental Damage

    The three Elemental damage types are FireFire , Cold , and Lightning .
    based on their Lowest ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , 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.
    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.
    Resist Elemental DamageElemental Damage

    The three Elemental damage types are FireFire , Cold , and Lightning .
    based on their Lowest ResistanceResistance

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

"Fire destroys, but fire also purifies. Life always springs anew."

—
Prism of BeliefDiamond
Prism of Belief Lv. 20+
Prism of Belief

Base: Diamond

Limited to: 1

Explicit
  • + (1-3) to Level of all Specific Skill Skills+ (1-3) to Level of all Specific Skill Skills

"Entropy can be reversed."

—

Fragment sources

Count Geonor

The Iron Citadel

Crisis Fragment
Ancient Crisis Fragment
Jamanra, the Abomination

The Copper Citadel

Crisis Fragment
Faded Crisis Fragment
Doryani, Royal Thaumaturge

The Stone Citadel

Crisis Fragment
Weathered Crisis Fragment

6 unique rewards are listed below. Individual drop rates are not published.

Morior Invictus Lv. 65+
Morior Invictus

Base: Grand Regalia

Req: 41 Str | 41 Dex | 41 Int

Lvl ARERESWard Recipe
65 746677205- —
65 5951324086 Verisium×580Exceptional Verisium×2Vorana's Crest of the Scythe×1
Explicit
  • (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    and ES
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    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.
  • 3 Random Socket Modifiers3 Random Socket Modifiers
    Fallback hint: no keyword description was found for this term.
    3 Random Socket Modifiers3 Random Socket Modifiers
    Fallback hint: no keyword description was found for this term.
  • Has 4 Augment Sockets (Hidden)Has 4 Augment Sockets (Hidden)

"The Unblinking Eye did not cower and wail. They stood against the end."

Solus Ipse Lv. 65+
Solus Ipse

Base: Grand Visage

Req: 36 Str | 36 Dex | 36 Int

Lvl ARERESWard Recipe
65 30527984- —
65 197712299 Verisium×310Vorana's Crest of the Scythe×1
Explicit
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    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.
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • 25 % inc. Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
    25 % increased Light RadiusLight Radius

    Your Light Radius determines the distance from your character which will be illuminated in dark areas, and the radius within which terrain and points of interest are revealed on the map.
  • Equipment and Skill Gems have 25 % inc. 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.
    req.
    Equipment and Skill Gems have 25 % 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
  • You can Socket 2 additional copies of each Lineage Support GemSupport Gem
    Fallback hint: no keyword description was found for this term.
    , in different Skills
    You can Socket 2 additional copies of each Lineage Support GemSupport Gem
    Fallback hint: no keyword description was found for this term.
    , in different Skills

"One warrior alone survived to face the Arbiter."

Sine Aequo Lv. 65+
Sine Aequo

Base: Grand Manchettes

Req: 32 Str | 32 Dex | 32 Int

Lvl ARERESWard Recipe
65 17315649- —
65 8727870 Verisium×640Vorana's Crest of the Scythe×1
Explicit
  • (10-15) % inc. Skill SpeedSkill Speed

    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
    (10-15) % increased Skill SpeedSkill Speed

    Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
  • (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    , 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 .
    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.
  • 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%
  • (30-50) % inc. Dmg against ImmobilisedImmobilised

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    Enemies
    (30-50) % increased Damage against ImmobilisedImmobilised

    A target is immobilised if it cannot move, for example due to being Frozen , Pinned , Heavy Stunned , or Electrocuted .
    Enemies

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

Ab Aeterno Lv. 65+
Ab Aeterno

Base: Grand Cuisses

Req: 34 Str | 34 Dex | 34 Int

Lvl ARERESWard Recipe
65 30327685- —
65 1534112106 Verisium×540Medved's Crest of the Circle×1
Explicit
  • (15-30) % inc. Move.Spd(15-30) % increased Movement Speed
  • (200-250) % 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.
    , 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 .
    and ES
    (200-250) % 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.
    , 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 .
    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.
  • Dodge Roll avoids all 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.
    Dodge Roll avoids all 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.
  • Gain OverencumbranceOverencumbrance

    SlowsSlows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
    Gain OverencumbranceOverencumbrance

    SlowsSlows by 10%, reapplying this Debuff stacks and refreshes it's duration.
    for 4 seconds when you Dodge Roll
  • Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by SlowsSlows

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    while Sprinting
    Your speed is UnaffectedUnaffected

    Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
    by SlowsSlows

    Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.
    Higher Rarity enemies are less affected by Slows:
    15% less Slow effect on Magic monsters
    30% less Slow effect on Rare monsters
    50% less Slow effect on Unique monsters
    Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
    while Sprinting

"His enemy was for endurance forged. His own waned."

Sacred Flame Lv. 55+
Sacred Flame

Base: Shrine Sceptre

Req: 17 Str | 38 Int

Lvl Spirit
55 100

Purity of Fire

BuffPersistentAuraFire

Emit an Aura that boosts the Fire Res of you and Allies in your Presence .

  • Aura grants +(34 - 41) % to Fire ResAura grants +41 % to Fire Res
  • Aura grants +(0 - 8) % to Fire ResAura grants +8 % to Fire Res
Implicit
  • Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Grants Skill: Purity of FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
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, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (40-60) % of Dmg as Extra FireFire

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

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (40-60) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 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.
    Regenerate (2-3) % of their Maximum Life per second
    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.
    Regenerate (2-3) % of their Maximum Life per second
  • 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.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (20-30) % of Dmg as Extra FireFire

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

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (20-30) % of Damage as Extra FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire ResistanceResistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage
  • 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.
    Resist Ele.DmgElemental Damage

    The three Elemental damage types are FireFire , Cold , and Lightning .
    based on their Lowest ResistanceResistance

    Resistances reduce damage taken of the corresponding damage type — FireFire , Cold , Lightning or Chaos — up to a Maximum . FireFire , 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.
    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.
    Resist Elemental DamageElemental Damage

    The three Elemental damage types are FireFire , Cold , and Lightning .
    based on their Lowest ResistanceResistance

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

"Fire destroys, but fire also purifies. Life always springs anew."

Prism of Belief Lv. 20+
Prism of Belief

Base: Diamond

Limited to: 1

Explicit
  • + (1-3) to Level of all Specific Skill Skills+ (1-3) to Level of all Specific Skill Skills

"Entropy can be reversed."

Overview

Boss - Arbiter of Ash

#

Path of Exile

Path of Exile 2: Delirium Overhaul Recap

Official reveal recap

Source video for the 0.5 Delirium rework, used as the current editorial lead while the article group is being broken into focused branches.

Length
7:19
Released
May 25, 2026

Delirium 0.5 Mechanic Loop

This table summarizes the official 0.5.0 Delirium notes and points reward rows back toward the generated item sections.

Delirium 0.5 Mechanic Loop

SystemWhat changedSource / local follow-up
Withered Willow hubA Delirium hub now sits south-west of the Atlas start; nearby maps contain Delirium and award Delirium Atlas Passive Tree points.0.5.0 notes
Mirror depth barBreaking a Delirium Mirror shows progress through the fog and the remaining timer. The fog direction points toward the map boss, and map bosses in Delirium are always 100% Delirious.0.5.0 notes
Mirror shardsNew coloured mirror-shard encounters appear at certain depths in the fog and trigger when walked through.0.5.0 notes
Grand Mirrors and Trial of MadnessCompleted Delirium Mirrors can spawn Grand Mirrors on nearby Atlas maps. Killing both duplicated map bosses unlocks Trial of Madness fog spread and a locked Simulacrum route.0.5.0 notes
Simulacrum and pinnacle keySimulacrum is now a 7-wave encounter; completing it grants the key for the Delirium pinnacle boss.0.5.0 notes
Reward craftingLiquid Emotions can craft additional jewel mods, Potent Emotions add powerful jewel modifiers or instill 16 new notables, Ancient Emotions support Timelost Jewel crafting, and Raven-Touched Delirium uniques can be instilled.Items > Liquid Emotions

Overview

#

Delirium

In-game hint

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.

Delirious Players

In-game hint

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters or Unique Monsters are killed.

Fracturing Mirrors

In-game hint

Fracturing Mirrors are structures found in DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Fog that shatter when you get near them, spawning DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
monsters.

Occasionally Fracturing Mirrors ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
may appear with other bonuses, such as adding Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
to monsters or summoning a Mirrored Boss.

Fracturing Mirror Shards

In-game hint

Fracturing Mirror Shards are a type of Fracturing MirrorFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
found within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand MirrorsGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
.

Grand Mirror

In-game hint

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.

Escalating Threats

In-game hint

Adds an additional Modifier to the area. These modifiers generally add danger and reward.

These modifiers will apply for all remaining waves in the Simulacrum.

Apex Predators

In-game hint

Adds an additional Boss to the encounter.

Additional bosses will be summoned into all remaining waves in the Simulacrum.

Pure Emotions

In-game hint

Adds additional monster packs to the encounter.

Additional monster packs will be added to all remaining waves in the Simulacrum.

Delirium progress-bar icons

Reading the progress bar

The diamond marks your position. The shard symbols identify events along the bar; their possible effects are explained below.

In this gameplay example, the violet marker turned grey after activation and the orange shard spawned a Delirium boss. The green / teal outcome is not established by this screenshot.

Illustrative arrangement using the original game UI artwork. The grey state follows the reported observation; it does not confirm a Rare-only reward.

View the gameplay screenshot

Orange shards: bosses

Progress-bar icon
Orange progress-bar iconOrange progress-bar icon (bright)

Can summon Omniphobia, Kosis, or a mirrored Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, depending on the shard. Orange is shared by several boss events; the colour alone does not identify which boss you will encounter.

Mirrored Map Boss shards belong to the unlockable Capricious shard effects.

Violet shards: monster upgrades

Progress-bar icon
Purple progress-bar iconPurple progress-bar icon (bright)

Violet is assigned to the elite-upgrade event. Pure Escalation enhances normal shards so they release Pure Emotion Delirium monster packs; enhanced shards have purple glassy energy.

In the gameplay example, this marker turned grey after activation. Whether it always spawns Rare monsters still needs confirmation.

0.5.3 patch notes

Green / teal shards: several possible effects

Progress-bar icon
Teal progress-bar iconTeal progress-bar icon (bright)

Can pause the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Fog or add Delirium modifiers to Rare monsters.

The same teal icon is also assigned to the unlockable Capricious effect that makes a boss spawn a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
. A green / teal icon therefore does not, by itself, guarantee a Grand Mirror.

Red shards: an extra Delirious area

Progress-bar icon
Red progress-bar iconRed progress-bar icon (bright)

Opens a portal to an extra Delirious area. This is the portal outcome of Deceptive ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
, rather than a boss-spawn shard.

Map Boss marker

Progress-bar icon
Boss progress-bar iconBoss progress-bar icon (bright)Boss progress-bar icon (fight)

Marks the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
event on the Delirium progress bar. It uses a separate boss symbol, with normal, bright and fight artwork.

Community video guides — awaiting review

CreatorGuideFocus
Spud the King – Builds & Guides100% DELIRIUM Guide YOU NEED in POE2 0.5General Delirium guide · 0.5 · user-supplied example
Path of EveningYou Should Run Delirium Mirrors in PoE 2 Right Now!Delirium mirror farming
ds lilyDelirium Got MASSIVELY BUFFED in the New Patch - PoE 2 0.5 Return of the AncientsPost-patch Delirium farming · 0.5
itsDondyHow to enter Simulacrums in Delirium | POE2 | #itsdondy on #TwitchSimulacrum entry walkthrough

Community video guides — awaiting review

Unreviewed shortlist for quality screening. Titles, creators and video links were checked on 23 September 2026; gameplay advice and current-patch accuracy have not been reviewed.

Overview

Mechanics

#

POE2DB Quest

Strange Reflection

The Raven and the Hare questline

Act
Act 10
Objective
Free the man
Steps
8 progression stages
  1. Elder MadoxFree Elder Madox, activate the Delirium Mirror, and survive the madness.
  2. Withered WillowVisit The Withered Willow, investigate its Strange Tree, and speak with Madox.
  3. Delirious MapsTake his Delirium Tablet and defeat five Delirious Map Bosses. Return to Madox at the Willow.
  4. Decanter of MadnessCollect the Liquid Emotions and amulet. Insert the amulet into the Decanter of Madness and anoint it, then speak with Madox.
  5. Grand MirrorInvestigate the Grand Mirror, activate the Delirium Mirror, and locate the disturbance. Defeat the twinned Delirious Bosses, interact with the Strange Mirror, and speak with Madox.
  6. SimulacrumReach the Simulacrum of Delusion, begin it, and survive the Raven's Delusions. Interact with its Mirror and collect Raven's Reflection.
  7. Willow MirrorReturn to Madox at the Willow. Insert Raven's Reflection into the Willow's Mirror and activate it.
  8. ParacosmEnter and explore the Paracosm, defeat the Raven Trickster, then speak with Madox to finish.
RewardsSimulacrum SplinterDelirium TabletLiquid EmotionsAmuletRaven's Reflection

Atlas passive point progress

ProgressAtlas passive pointsSource
Withered Willow hubA Delirium hub now sits south-west of the Atlas start; nearby maps contain Delirium and award Delirium Atlas Passive Tree points.

Observed Delirium quest progression

Overview

Progress

#

Overview

Simulacrum

  • The current Simulacrum is a seven-wave encounter. In the Trial of Madness, increase the surrounding fog to 100% Deliriousness to unlock it; the fog can continue to 200%. Completing the encounter grants a key for the new Delirium Pinnacle Boss.
  • For Strange Reflection, survive the Simulacrum, interact with the Mirror and collect Raven's Reflection. Return to Elder Madox at The Withered Willow, place the reflection in the Willow's Mirror and activate it, then enter Paracosm to confront the Raven Trickster. The journal names surviving the encounter; it does not require a particular Kosis wave.

Simulacrum

#

Kosis, The Revelation

Delirium boss

Location

Simulacrum

Access

Kosis is a Delirium boss encountered in the Simulacrum. Follow the seven-wave encounter guide for current Atlas access and the Strange Reflection quest continuation.

Access itemPriceLinks
Simulacrum Splinter—
Simulacrum—

Rewards

RewardPriceLinks
AssailumClosed Helm
Assailum Lv. 45+
Assailum

Base: Closed Helm

Req: 36 Str | 36 Dex

Lvl ARER
45 454408
Explicit
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(200-400) to Accu+(200-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance.
    Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (30-50) % inc. Crit%(30-50) % 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
  • Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window
    Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window

"A moment of calm before the battle can end the war."

—
Melting MaelstromUltimate Mana Flask
Melting Maelstrom Lv. 60+
Melting Maelstrom

Base: Ultimate Mana Flask

Lvl Recovers {0} Mana over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 310100
Explicit
  • Effect is not removed when Unreserved Mana is FilledEffect is not removed when Unreserved Mana is Filled
  • (200-250) % inc. Dur.(200-250) % increased Duration
  • Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to Enemies within 3 m
    Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to Enemies within 3 metres
  • Deals 25 % of current Mana as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to you when Effect ends
    Deals 25 % of current Mana as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to you when Effect ends

"What is life, but a dreamlike spiral of panic?"

—
PerfidyKnight Armour
Perfidy Lv. 45+
Perfidy

Base: Knight Armour

Req: 41 Str | 41 Dex

Lvl ARERWard Recipe
45 973878- —
55 87315993 Verisium×750Vorana's Crest of the Scythe×1
Explicit
  • (300-450) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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 .
    (300-450) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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 .
  • (10-30) % chance to Avoid Phys.Dmg 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.
    (10-30) % chance to Avoid PhysicalPhysical

    10% increased Physical Damage
    Damage 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.
  • (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    .Dmg 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.
    (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage 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.
  • (10-30) % chance to Avoid 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 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.
    (10-30) % chance to Avoid 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 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.
  • (10-30) % chance to Avoid Light.Dmg 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.
    (10-30) % chance to Avoid 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 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.
  • (10-30) % chance to Avoid ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    (10-30) % chance to Avoid ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
  • Enemies in your PresencePresence

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

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies in your PresencePresence

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

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.

"The Trickster God turned the very Day and Night against each other. What hope have you?"

—
Collapsing HorizonWyrm Quarterstaff
Collapsing Horizon Lv. 65+
Collapsing Horizon

Base: Wyrm Quarterstaff

Req: 89 Dex | 36 Int

Lvl PhysCritAPS DPS
65 57-9418.02%1.40 106
Explicit
  • +(5-10) % to Crit%+(5-10) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(2-4) to Level of all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
    +(2-4) to Level of all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
  • 100 % inc. Ele.DmgElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    100 % increased Elemental DamageElemental Damage

    The three Elemental damage types are Fire , Cold , and Lightning .
  • TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to TriggerTrigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    spent
    TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to TriggerTrigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    spent

"The edges bend, the world flexes, the infinite spills into view."

—
StrugglescreamStellar Amulet
Strugglescream Lv. 52+
Strugglescream

Base: Stellar Amulet

Implicit
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
Explicit
  • Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers
    Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers

"There is no light at the end of this inner strife, but the shadows eventually become home."

—
MegalomaniacDiamond
Megalomaniac Lv. 20+
Megalomaniac

Base: Diamond

Limited to: 1

Explicit
  • Allocates Passive SkillAllocates Passive Skill
  • Allocates Passive SkillAllocates Passive Skill
  • Allocates Passive SkillAllocates Passive Skill

"If you're going to act like you're better than everyone else, make sure you are."

—
Assailum Lv. 45+
Assailum

Base: Closed Helm

Req: 36 Str | 36 Dex

Lvl ARER
45 454408
Explicit
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(200-400) to Accu+(200-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance.
    Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (30-50) % inc. Crit%(30-50) % 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
  • Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window
    Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window

"A moment of calm before the battle can end the war."

Melting Maelstrom Lv. 60+
Melting Maelstrom

Base: Ultimate Mana Flask

Lvl Recovers {0} Mana over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 310100
Explicit
  • Effect is not removed when Unreserved Mana is FilledEffect is not removed when Unreserved Mana is Filled
  • (200-250) % inc. Dur.(200-250) % increased Duration
  • Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to Enemies within 3 m
    Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to Enemies within 3 metres
  • Deals 25 % of current Mana as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to you when Effect ends
    Deals 25 % of current Mana as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to you when Effect ends

"What is life, but a dreamlike spiral of panic?"

Perfidy Lv. 45+
Perfidy

Base: Knight Armour

Req: 41 Str | 41 Dex

Lvl ARERWard Recipe
45 973878- —
55 87315993 Verisium×750Vorana's Crest of the Scythe×1
Explicit
  • (300-450) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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 .
    (300-450) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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 .
  • (10-30) % chance to Avoid Phys.Dmg 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.
    (10-30) % chance to Avoid PhysicalPhysical

    10% increased Physical Damage
    Damage 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.
  • (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    .Dmg 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.
    (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage 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.
  • (10-30) % chance to Avoid 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 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.
    (10-30) % chance to Avoid 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 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.
  • (10-30) % chance to Avoid Light.Dmg 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.
    (10-30) % chance to Avoid 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 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.
  • (10-30) % chance to Avoid ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    (10-30) % chance to Avoid ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
  • Enemies in your PresencePresence

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

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies in your PresencePresence

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

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.

"The Trickster God turned the very Day and Night against each other. What hope have you?"

Collapsing Horizon Lv. 65+
Collapsing Horizon

Base: Wyrm Quarterstaff

Req: 89 Dex | 36 Int

Lvl PhysCritAPS DPS
65 57-9418.02%1.40 106
Explicit
  • +(5-10) % to Crit%+(5-10) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(2-4) to Level of all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
    +(2-4) to Level of all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
  • 100 % inc. Ele.DmgElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    100 % increased Elemental DamageElemental Damage

    The three Elemental damage types are Fire , Cold , and Lightning .
  • TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to TriggerTrigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    spent
    TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to TriggerTrigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    spent

"The edges bend, the world flexes, the infinite spills into view."

Strugglescream Lv. 52+
Strugglescream

Base: Stellar Amulet

Implicit
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
Explicit
  • Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers
    Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers

"There is no light at the end of this inner strife, but the shadows eventually become home."

Megalomaniac Lv. 20+
Megalomaniac

Base: Diamond

Limited to: 1

Explicit
  • Allocates Passive SkillAllocates Passive Skill
  • Allocates Passive SkillAllocates Passive Skill
  • Allocates Passive SkillAllocates Passive Skill

"If you're going to act like you're better than everyone else, make sure you are."

Omniphobia, Fear Manifest

Delirium encounter boss

Location

Delirium / Simulacrum

Access

A second Delirium boss, using melee swipes, slams and projectile vomit attacks. The supplied Simulacrum run recorded Omniphobia in wave 3; this observation does not establish a fixed wave or boss pool.

Rewards

RewardPriceLinks
Liquid EmotionsOfficial 0.4.0 Delirium boss reward rule: a guaranteed Liquid Emotion, with an increased chance of higher tiers. The exact emotion and tier are not guaranteed.—

PoE2DB exposes wild and encounter variants. No exclusive Unique drop roster is confirmed by the reviewed current Omniphobia records; Kosis's listed Uniques remain attributed to Kosis.

The Raven Trickster

Delirium pinnacle boss

Location

Paracosm

Access

Obtain Raven’s Reflection after completing the Simulacrum. During the quest, interact with the Mirror after the waves, then collect the reflection. Place it in the mirror at the Withered Willow to enter Paracosm and face the Raven Trickster.

Access itemPriceLinks
Raven's Reflection—

Rewards

RewardPriceLinks
Sadist's MercyFlanged Mace
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 MadnessGrants Skill: Level 16 Harbinger of Madness
Explicit
  • (240-300) % inc. Phys.Dmg(240-300) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(5-8) % to Crit%+(5-8) % to Critical HitCritical Hit

    Critical HitsHits 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 HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    Chance
  • (14-22) % inc. Atk Speed(14-22) % increased 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.
    Speed
  • 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.
    with this Weapon inflict (2-5) Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    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.
    with this Weapon inflict (2-5) Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
  • 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.
    have additional 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.
    equal to their Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    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.
    have additional 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.
    equal to their Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.

""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"

—
Horror's FlightEngraved Bracers
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 Raven's FlockPerching Staff
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 ConspiracyGrants Skill: Spiraling Conspiracy
Explicit
  • (8-16) % inc. Cast Speed(8-16) % increased Cast Speed
  • +(20-30) to Int+(20-30) to 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.
  • MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    deal (80-120) % inc. Dmg
    MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    deal (80-120) % increased Damage
  • MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    on 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.
    MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

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

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually SpiritSpirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased ReservationReservation Efficiency causes your ReservationsReservation to be 67% of their base value, 100% increased ReservationReservation Efficiency causes your ReservationsReservation to be 50% of their base value, and so on. Reduced ReservationReservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills
    (30-50) % increased SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually SpiritSpirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased ReservationReservation Efficiency causes your ReservationsReservation to be 67% of their base value, 100% increased ReservationReservation Efficiency causes your ReservationsReservation to be 50% of their base value, and so on. Reduced ReservationReservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills

""Where the boy went, ravens gathered, feasting on misery. His vile influence spread, swift as the carnage they wrought.""

—
VeilpiercerAmethyst Ring
Veilpiercer Lv. 20+
Veilpiercer

Base: Amethyst Ring

Implicit
  • +(7-13) % to Chaos ResChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos 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.
Explicit
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(15-25) to Int+(15-25) to 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.
  • CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by CursesCurses .
    Enemies
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by CursesCurses .
    Enemies
  • CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict spread to enemies within 3 m when CursedCursed
    Fallback hint: no keyword description was found for this term.
    enemy dies
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict spread to enemies within 3 metres when CursedCursed
    Fallback hint: no keyword description was found for this term.
    enemy dies
  • Gain 1 Dark WhisperDark Whisper

    CursesCurses you inflict have 4% increased CurseCurses Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers.
    Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more.
    When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a CursedCursed
    Fallback hint: no keyword description was found for this term.
    Enemy 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.
    Gain 1 Dark WhisperDark Whisper

    CursesCurses you inflict have 4% increased CurseCurses Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers.
    Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more.
    When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a CursedCursed
    Fallback hint: no keyword description was found for this term.
    Enemy 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.
  • (20-40) % inc. Dmg with 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.
    against targets 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.
    (20-40) % increased Damage with 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.
    against targets 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.

"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 AuspexExquisite Vest
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."

—
Split Personality
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—
—
Trickster's Shard—
Tangmazu's Thurible—
Raven-Touched Shard—

Quest observation: 6 Delirium passive points were reported after the Strange Reflection quest encounter. Whether it is a weakened quest version, and the rewards for other versions, remain unconfirmed.

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 MadnessGrants Skill: Level 16 Harbinger of Madness
Explicit
  • (240-300) % inc. Phys.Dmg(240-300) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • +(5-8) % to Crit%+(5-8) % to Critical HitCritical Hit

    Critical HitsHits 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 HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    Chance
  • (14-22) % inc. Atk Speed(14-22) % increased 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.
    Speed
  • 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.
    with this Weapon inflict (2-5) Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    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.
    with this Weapon inflict (2-5) Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
  • 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.
    have additional 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.
    equal to their Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    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.
    have additional 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.
    equal to their Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.

""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"

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 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 ConspiracyGrants Skill: Spiraling Conspiracy
Explicit
  • (8-16) % inc. Cast Speed(8-16) % increased Cast Speed
  • +(20-30) to Int+(20-30) to 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.
  • MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    deal (80-120) % inc. Dmg
    MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    deal (80-120) % increased Damage
  • MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

    The first Gruelling Madness on a target Slows their movement speed by 15%.
    Each additional Gruelling Madness instead increases the Slowing Potency of Debuffs on the targets by 10%, which affects both the first Gruelling Madness and any other Debuffs that are Slowing the target.
    A maximum of 10 Gruelling Madness can be inflicted on each target. Targets will lose 1 Gruelling Madness every 2 seconds that passes without more being inflicted.
    on 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.
    MinionsMinions

    Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.
    have (10-20) % chance to inflict Gruelling MadnessGruelling Madness

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

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually SpiritSpirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased ReservationReservation Efficiency causes your ReservationsReservation to be 67% of their base value, 100% increased ReservationReservation Efficiency causes your ReservationsReservation to be 50% of their base value, and so on. Reduced ReservationReservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills
    (30-50) % increased SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    ReservationReservation

    Reservation effects prevent a portion of a given resource — usually SpiritSpirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.
    EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased ReservationReservation Efficiency causes your ReservationsReservation to be 67% of their base value, 100% increased ReservationReservation Efficiency causes your ReservationsReservation to be 50% of their base value, and so on. Reduced ReservationReservation Efficiency will cause the modified stat to grow larger instead of smaller.
    of Skills

""Where the boy went, ravens gathered, feasting on misery. His vile influence spread, swift as the carnage they wrought.""

Veilpiercer Lv. 20+
Veilpiercer

Base: Amethyst Ring

Implicit
  • +(7-13) % to Chaos ResChaos Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(7-13) % to Chaos 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.
Explicit
  • +(60-100) to max Mana+(60-100) to maximum Mana
  • +(15-25) to Int+(15-25) to 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.
  • CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by CursesCurses .
    Enemies
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict can affect HexproofHexproof

    Hexproof means that you are Unaffected by CursesCurses .
    Enemies
  • CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict spread to enemies within 3 m when CursedCursed
    Fallback hint: no keyword description was found for this term.
    enemy dies
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict spread to enemies within 3 metres when CursedCursed
    Fallback hint: no keyword description was found for this term.
    enemy dies
  • Gain 1 Dark WhisperDark Whisper

    CursesCurses you inflict have 4% increased CurseCurses Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers.
    Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more.
    When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a CursedCursed
    Fallback hint: no keyword description was found for this term.
    Enemy 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.
    Gain 1 Dark WhisperDark Whisper

    CursesCurses you inflict have 4% increased CurseCurses Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers.
    Dark Whispers last for 8 seconds, and this duration is refreshed whenever you gain more.
    When Dark Whispers expire, you Lose 3% of Life, Mana, and Energy Shield for each of them, over 4 seconds.
    every second there is a CursedCursed
    Fallback hint: no keyword description was found for this term.
    Enemy 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.
  • (20-40) % inc. Dmg with 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.
    against targets 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.
    (20-40) % increased Damage with 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.
    against targets 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.

"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 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."

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—

Overview

Bosses

#

Encounter keys

Raven's Reflection
—
Effect / Mods

Obtain Raven’s Reflection after completing the Simulacrum. During the quest, interact with the Mirror after the waves, then collect the reflection.

Place it in the mirror at the Withered Willow to enter Paracosm and face the Raven Trickster.

OpensThe Raven Trickster

Kosis Unique rewards

Assailum Lv. 45+
Assailum

Base: Closed Helm

Req: 36 Str | 36 Dex

Lvl ARER
45 454408
Explicit
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(200-400) to Accu+(200-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an Attack , and is checked against the targets EvasionEvasion to determine that chance.
    Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (30-50) % inc. Crit%(30-50) % 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
  • Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window
    Skills have a (100-150) % longer Perfect TimingPerfect Timing

    Certain Channelling skills have extra effects and benefits if released within a certain timing window while using the skill.
    Certain support gems and items can modify the duration of that timing window.
    window
Melting Maelstrom Lv. 60+
Melting Maelstrom

Base: Ultimate Mana Flask

Lvl Recovers {0} Mana over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 310100
Explicit
  • Effect is not removed when Unreserved Mana is FilledEffect is not removed when Unreserved Mana is Filled
  • (200-250) % inc. Dur.(200-250) % increased Duration
  • Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to Enemies within 3 m
    Every 3 seconds during Effect, deal 100 % of Mana spent in those seconds as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to Enemies within 3 metres
  • Deals 25 % of current Mana as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to you when Effect ends
    Deals 25 % of current Mana as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    to you when Effect ends
Perfidy Lv. 45+
Perfidy

Base: Knight Armour

Req: 41 Str | 41 Dex

Lvl ARERWard Recipe
45 973878- —
55 87315993 Verisium×750Vorana's Crest of the Scythe×1
Explicit
  • (300-450) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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 .
    (300-450) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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 .
  • (10-30) % chance to Avoid Phys.Dmg 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.
    (10-30) % chance to Avoid PhysicalPhysical

    10% increased Physical Damage
    Damage 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.
  • (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    .Dmg 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.
    (10-30) % chance to Avoid FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    Damage 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.
  • (10-30) % chance to Avoid 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 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.
    (10-30) % chance to Avoid 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 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.
  • (10-30) % chance to Avoid Light.Dmg 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.
    (10-30) % chance to Avoid 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 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.
  • (10-30) % chance to Avoid ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    (10-30) % chance to Avoid ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
  • Enemies in your PresencePresence

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

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
    Enemies in your PresencePresence

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

    Intimidate is a Debuff that inflicts 10% increased damage taken and 10% reduced damage dealt.
Collapsing Horizon Lv. 65+
Collapsing Horizon

Base: Wyrm Quarterstaff

Req: 89 Dex | 36 Int

Lvl PhysCritAPS DPS
65 57-9418.02%1.40 106
Explicit
  • +(5-10) % to Crit%+(5-10) % to Critical HitCritical Hit

    Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
    Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
    Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
    Chance
  • +(2-4) to Level of all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
    +(2-4) to Level of all ElementalElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    Skills
  • 100 % inc. Ele.DmgElemental

    The three Elemental damage types are Fire , Cold , and Lightning .
    100 % increased Elemental DamageElemental Damage

    The three Elemental damage types are Fire , Cold , and Lightning .
  • TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to TriggerTrigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    spent
    TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    skills refund half of EnergyEnergy

    Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to TriggerTrigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value.
    Energy cannot be gained from direct effects of Triggered Skills.
    spent
Strugglescream Lv. 52+
Strugglescream

Base: Stellar Amulet

Implicit
  • +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    +(5-7) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
Explicit
  • Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers
    Can have 3 additional InstilledInstilled

    Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
    Modifiers
Megalomaniac Lv. 20+
Megalomaniac

Base: Diamond

Limited to: 1

Explicit
  • Allocates Passive SkillAllocates Passive Skill
  • Allocates Passive SkillAllocates Passive Skill
  • Allocates Passive SkillAllocates Passive Skill

Delirium Rewards

  • Some emotion families require Delirium Atlas unlocks. Kosis rewards belong to the boss encounter and are listed separately from the general crafting currency. Drop rates are not published here.

Overview

#

Liquid Emotions

NameIconEffect / Jewel ModsLinks
Potent
Potent Liquid Ferocity 2.93Divine Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: (40-60)% inc. Effect of Suffixes

Ruby Suffix: (40-60)% inc. Effect of Prefixes

Sapphire Prefix: (40-60)% inc. Effect of Suffixes

Sapphire Suffix: (40-60)% inc. Effect of Prefixes

Emerald Prefix: (40-60)% inc. Effect of Suffixes

Emerald Suffix: (40-60)% inc. Effect of Prefixes

Diamond Prefix: (40-60)% inc. Effect of Suffixes

Diamond Suffix: (40-60)% inc. Effect of Prefixes

Potent Liquid Contempt 1.53Divine Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: +1 Suffix Modifier allowed

Ruby Suffix: +1 Prefix Modifier allowed

Sapphire Prefix: +1 Suffix Modifier allowed

Sapphire Suffix: +1 Prefix Modifier allowed

Emerald Prefix: +1 Suffix Modifier allowed

Emerald Suffix: +1 Prefix Modifier allowed

Diamond Prefix: +1 Suffix Modifier allowed

Diamond Suffix: +1 Prefix Modifier allowed

Potent Liquid Melancholy 8.24Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Suffix: Debilitate Enemies on Hit while you have an Emerald and a Sapphire socketed in your tree

Sapphire Suffix: Inflict Elemental Exposure on Hit while you have a Ruby and an Emerald socketed in your tree

Emerald Suffix: Blind Enemies on Hit while you have a Ruby and a Sapphire socketed in your tree

Concentrated
Concentrated Liquid Isolation 216Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Suffix: +1% to Maximum Fire Res

Sapphire Suffix: +1% to Maximum Cold Res

Emerald Suffix: +1% to Maximum Light. Res

Diamond Suffix: +1% to Maximum Chaos Res

Concentrated Liquid Suffering 46.31Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: +(1-2) to Maximum Rage

Sapphire Prefix: (4-6)% inc. AoE

Emerald Suffix: (1-2)% inc. Move.Spd

Concentrated Liquid Fear 10.81Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Suffix: (10-20)% inc. Warcry Speed

Sapphire Suffix: (10-20)% inc. Critical Spell Dmg Bonus

Emerald Suffix: (10-20)% inc. Critical Dmg Bonus for Atk Dmg

Diluted
Diluted Liquid Guilt .21Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: (5-15)% inc. Fire.Dmg

Sapphire Prefix: (5-15)% inc. Cold.Dmg

Emerald Prefix: (5-15)% inc. Light.Dmg

Diluted Liquid Greed .21Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: (5-15)% inc. Global Phys.Dmg

Sapphire Prefix: (7-13)% inc. Chaos.Dmg

Emerald Prefix: (5-15)% inc. Ele.Dmg

Diluted Liquid Ire .14Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: (10-20)% inc. Armour

Sapphire Prefix: (10-20)% inc. max ES

Emerald Prefix: (10-20)% inc. ER

Other
Liquid Despair 5.04Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Suffix: Gain 1 Rage on Melee Hit

Sapphire Suffix: (5-15)% inc. Crit% for Spells

Emerald Suffix: (6-16)% inc. Crit% for Attacks

Liquid Envy 2.68Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Suffix: (4-6)% of Skill Mana Costs Converted to Life Costs

Sapphire Prefix: (5-15)% inc. Spell Dmg

Emerald Suffix: (3-5)% inc. CDRR

Liquid Disgust 1.7Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Suffix: (5-10)% inc. Life Regeneration rate

Sapphire Suffix: Recover (1-2)% of max Mana on Kill

Emerald Suffix: Recover (1-2)% of max Life on Kill

Liquid Paranoia 1.17Exalted Orb

Removes a random modifer and Augments a RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Basic JewelBasic Jewel

Basic Jewels do not affect nodes in a radius.
Basic Jewels are Rubies, Emeralds, Sapphires and Diamonds.
with a new guaranteed CraftedCrafted Modifiers

Some methods of item crafting guarantee that a specific Modifier will be crafted onto the item. An item can only have one Crafted Modifier, but they otherwise behave identically to other Modifiers.

Crafted Modifiers are displayed in a lighter blue colour than regular Modifiers.
modifier

Jewel Mods

Ruby Prefix: (5-15)% inc. Atk Dmg

Sapphire Suffix: (2-4)% inc. Cast Speed

Emerald Suffix: (2-4)% inc. Atk Speed

Price snapshot: 12 Oct 2026, 20:00 UTC.

Overview

Liquid Emotions

  • Liquid Emotions are Delirium crafting rewards. Use the item effects below to compare amulet instilling and Jewel crafting uses; Ancient and Potent variants have their own rules.

Liquid Emotions

#

Items

Raven's Reflection

Obtain Raven’s Reflection after completing the Simulacrum. During the quest, interact with the Mirror after the waves, then collect the reflection. Place it in the mirror at the Withered Willow to enter Paracosm and face the Raven Trickster.

  • Obtain Raven’s Reflection after completing the Simulacrum. During the quest, interact with the Mirror after the waves, then collect the reflection.
  • Place it in the mirror at the Withered Willow to enter Paracosm and face the Raven Trickster.
  • Opens: The Raven Trickster

Overview

Raven's Reflection

Raven's Reflection opens the encounter with the Raven Trickster in Paracosm.

Raven's Reflection

#

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 20
Effect
(15-30)% increased Stack size of Simulacrum Splinters found in Map
Delirium Encounters in Map are (15-30)% more likely to spawn Unique Bosses
Delirium Fog in Map applies (15-30)% increased Deliriousness to Players
Delirium Fog in Map dissipates (20-30)% slower
Delirium Fog in Map lasts (6-12) additional seconds before dissipating
Delirium Fog in Map spawns (12-26)% increased Mirror Shards
Delirium Fog in Map spawns (15-30)% increased Fracturing Mirrors
Delirium Monsters in Map have (15-30)% increased Pack Size
Slaying Rare Monsters in Map pauses the Delirium Mirror Timer for (3-5) seconds
(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

Tablet Guide

#
IconNode#Effect (Max Total if all picked)
You can't scare me anymore!You can't scare me anymore!Notable1Unique Monsters have a chance to drop Potent Emotions when slain within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog :
5 % chance for Humanoids to drop Potent Liquid Melancholy
5 % chance for Beasts to drop Potent Liquid Ferocity
5 % chance for Constructs to drop Potent Liquid Contempt
I know your childhood fears...I know your childhood fears...Notable125 % increased Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
dropped by Monsters
Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
found have a 20% chance to be Ancient Liquid EmotionsAncient Liquid Emotions

Ancient Liquid Emotions are a type of Liquid EmotionLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
that applies specific modifiers to Time-Lost Jewels.
Are you sure you want to do that?Are you sure you want to do that?Notable1TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
have double Effect in areas with a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
There's nowhere to hide...There's nowhere to hide...Notable1DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog always spreads to all maps surrounding Simulacrums
You thought you were free?You thought you were free?Notable125 % chance for an additional Simulacrum when DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog is spread from Grand MirrorsGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
I see your true nature now!I see your true nature now!Notable1DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog may now manifest Shards which add an additional Boss to the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
arena or a guaranteed Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
Is this about me... or you?Is this about me... or you?Notable1Simulacrum Splinters can drop from DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Monsters in level 75+ Map Areas
Megalomaniac JewelsJewels

Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
found have a 10% chance to allocate 3 notable passive skills
Recurring NightmaresRecurring NightmaresKeystone (Choice)1Requires defeating the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Pinnacle BossPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.

Choice (pick 1): Adjust the way DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog spreads from Grand MirrorsGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
throughout the world
Option 1: Maps within the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog have + 30 % additional Deliriousness
Option 2: DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog spreads to + 4 additional Maps
I'm not alone anymore!I'm not alone anymore!Notable1Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog manifest a Fracturing Mirror every 10 seconds
These demons are all your own...These demons are all your own...Notable1Rare Monsters always Manifest DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Demons when within Fog
Get out of my head!Get out of my head!Notable1Magic Monsters within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog have 25 % chance to have an additional DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Modifier
Come on! Face me!Come on! Face me!Notable125 % increased chance to manifest additional Unique Boss Shards within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog
Slaying Unique Monsters pauses the DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Mirror Timer for 10 seconds
You can't just wake up from this one.You can't just wake up from this one.Notable1DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog dissipates 30 % slower
Is that the best you've got?!Is that the best you've got?!Notable150 % increased chance to manifest additional Escalation Shards within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog
The mirrors... the mirrors!The mirrors... the mirrors!Notable150 % increased Fracturing MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
Fog that shatter when you get near them, spawning DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
monsters.

Occasionally Fracturing Mirrors ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
may appear with other bonuses, such as adding Liquid EmotionsLiquid Emotions

Liquid Emotions are Currency items that are exclusive drops from the Delirium mechanic. Liquid Emotions allow you to instil an amulet with a Notable Passive Skill from the Passive Tree. Instilling a Notable Passive Skill which you have already allocated normally will not grant its effects a second time.
to monsters or summoning a Mirrored Boss.
manifested within DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the DeliriumDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
or it will disappear.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters are able to gain Delirium specific ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
while inside the fog.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured MirrorsFracturing Mirrors

Fracturing Mirrors are structures found in Delirium Fog that shatter when you get near them, spawning Delirium monsters.

Occasionally Fracturing Mirrors Shards may appear with other bonuses, such as adding Liquid Emotions to monsters or summoning a Mirrored Boss.
may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror ShardsFracturing Mirror Shards

Fracturing Mirror Shards are a type of Fracturing Mirror found within Delirium Fog at set depths.

Escalation Shards may add modifiers to rare Delirium monsters, summoning more difficult and rewarding monsters, or pausing the Fog.

Deceptive Shards summon Delirium bosses or lead to an extra Delirious area.

Capricious Shards do not manifest by default, once unlocked they may summon a mirrored Map Boss, or cause Map Bosses to manifest Grand Mirrors.
are found at set depths, with more varied rewards.

Defeating Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
has a chance to summon a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map Boss. When the bosses are defeated Delirium fog spreads to nearby Maps.

When the fog reaches 100% Deliriousness one of the remaining maps will be transformed into a Simulacrum.
on a nearby map.
Fog
Grand Mirror ChanceGrand Mirror ChancePassive165 % (max: 80%) increased chance for a Grand MirrorGrand Mirror

A Grand Mirror causes a reflection of the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
. When the bosses are defeated DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
fog spreads to nearby Maps.

When the fog reaches 100% DeliriousnessDelirious Players

Delirious players are assaulted by illusions, making combat more difficult. Higher delirium causes monsters to deal more damage and have additional Toughness. It can also cause additional monsters to appear or can grant additional modifiers to existing monsters. Monster item drops are improved by higher delirium.

Maps within Fog Banks gain Deliriousness as Map Bosses, Rare Monsters or Unique Monsters are killed.
one of the remaining maps will be transformed into a Simulacrum.
to appear on a nearby
Map when Map Bosses are slain within Fog
Open Atlas Tree

Overview

Atlas Nodes

#

Expedition 0.5 Draft Checklist

Drop cards are sourced from the current POE2 unique parser and should be rechecked after the 0.5 data refresh.

Expedition 0.5 Draft Checklist

TrackDraft stateNeeds verification
Atlas routingExpedition Sites mark island clusters and lead into dungeonsHow deterministic site discovery is and which maps can spawn each branch
BossingPOE2DB area data lists Medved, Vorana, Uhtred, and Olroth as Expedition boss encountersSpecial drop tables are only locally confirmed for Olroth so far
RewardsArtifacts, Logbooks, and rune-adjacent rewards need final source mappingExact new bases, currencies, and boss-exclusive drops

Overview

#

Expedition

In-game hint

Expeditions are Ancient Kalguuran burial sites, with Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
on the Atlas can reveal Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.

These are only found in Ocean Biomes revealed with Logbooks.

These areas have additional modifiers to improve their rewards.
which are larger versions of regular Expeditions and can contain special types of Remnants.

Verisium Remnant

In-game hint

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
.

RunesRune

Runes are Augments of Kalguuran origin and make.
are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.

Expedition Logbook

In-game hint

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.

Grand Expedition

In-game hint

Grand Expeditions are a larger version of ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
with many more explosives. These contain special RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and treasures to unearth.

These are only found in Ocean Biomes revealed with LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
.

These areas have additional modifiers to improve their rewards.

Rune

In-game hint

Runes are AugmentsAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
of Kalguuran origin and make.

Runic Monsters

In-game hint

Runic Monsters are powerful monsters encountered in ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
.

Runic Monsters are more commonly found by using explosives on larger ExpeditionExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
markers.

Power Rune

In-game hint

The Power Rune upgrades all other Runic ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
on the RemnantVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
to a more powerful and rewarding variant.

Bonus Reward

In-game hint

Some Remnant encounters have Bonus Rewards which provide guaranteed rewards, in addition to allowing you to choose a Runeshape Combination.

Bonus rewards are granted to all party members who have not previously claimed the reward and were in the area when the Remnant was encountered.

Verisium Sentry

In-game hint

Verisium Sentries are ancient remnants of Kalguuran technology found within ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
.

When unearthed they follow the player, adding Runic ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
to Monsters throughout the area.

Vaal Relics

In-game hint

Vaal Relics are found within Frigid Bluffs Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.

These are only found in Ocean Biomes revealed with Logbooks.

These areas have additional modifiers to improve their rewards.
and as a modifier on Expedition Tablets.

These Relics can be unearthed, similar to Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and add their modifiers to anything excavated with the explosive that destroys the Relic and any excavated with future explosives in the chain.

Unlike Verisium Remnants, Vaal Relics have predefined modifiers that cannot be modified.

Moor of Fallen Skies — explosion-chain walkthrough

Moor of Fallen Skies

The pictured Ocean map contains a Grand Expedition and requires a Tier 6 or higher Waystone. Its 45% increased number of Monster Markers is the modifier shown on this particular map.

View full-size image

Chain the explosions through Runic Henges

In this run, the player builds an explosion chain through the Runic Henges. The pictured Henge says it adds a random runeshape to all monsters. Include the Henges you want to use in the blast areas.

View full-size image

Include the final Remnant in the chain

The player reports that the explosion chain must also include the finishing stone shown here. Its prompt says: “Blow up Runic Henges to add Markers to this Remnant”. Plan the chain through the Henges and the final Remnant before detonating. This documents the observed Moor of Fallen Skies encounter; the screenshots do not establish a guaranteed Aldur’s Saga reward.

View full-size image

Mechanics

#

POE2DB Quest

The Grand Expedition

Kalguuran expedition questline

Act
Act 10
Objective
Return to the Ziggurat Refuge
Steps
8 progression stages
  1. KingsmarchMeet Farrow at the Ziggurat Refuge, then Dannig and Makoru in the Ruins of Kingsmarch.
  2. Rescue GwennenUse Makoru's Logbook on the Atlas. Search its islands and save Gwennen from the monsters; speak with her.
  3. MedvedFind Medved with Gwennen, detonate the explosives, and enter his tomb. Defeat him and return to Gwennen in Kingsmarch.
  4. VoranaCollect Vorana's Logbook from Gwennen and speak with Tujen. Reveal its islands, find Vorana, speak with Tujen, blast open the tomb, and defeat her. Return to Kingsmarch.
  5. UhtredSpeak with Rog and Tujen; collect Uhtred's Logbook from Rog. Reveal the islands, find Uhtred with Rog, open the tomb with explosives, and defeat him. Return to Kingsmarch.
  6. OlrothSpeak with Dannig and Rog; collect Olroth's Logbook from Dannig. Reveal the islands, locate Olroth with Dannig, detonate the explosives, and defeat him inside the tomb.
  7. TriskelionReturn to Dannig, recover the Shattered Triskelion, and collect The Triskelion Reforged.
  8. Verisium CraterTravel with Makoru aboard the Aurora May to the Verisium Crater. Use the Triskelion Flame against the barrier, investigate the meteor, and defeat the Aberration. Return to Dannig in Kingsmarch.
RewardsMakoru's LogbookVorana's LogbookUhtred's LogbookOlroth's LogbookShattered TriskelionThe Triskelion Reforged

Atlas passive point progress

ProgressAtlas passive pointsSource
Expedition Atlas Passive TreeA dedicated Expedition Atlas Passive Skill Tree was added. Points come from defeating each boss in The Grand Expedition questline.

Observed Expedition quest progression

Overview

Progress

#

Permanent Character Boons

BoonPermanent effectLimit
Medved's Boon5% increased maximum Life and ManaOnce per character
Uhtred's Boon+10 to Maximum SpiritOnce per character
Vorana's Boon+5% to all Elemental ResistancesOnce per character
Olroth's BoonOne Weapon Set Passive Skill PointOnce per character
Aldur's LegacyRuneforged Cores —

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 SagaSagas —

While this item is active in your inventory your next Logbook adds special modifiers to revealed Grand Expedition areas

Astrid's CreativityRuneforged Cores —

All Equipment: Can have 1 additional Crafted Modifier

Expedition LogbookLogbooks —

Take this item to Dannig in your Hideout to open portals to an expedition.

Serle's TriumphRuneforged Cores —

All Equipment: +1 Suffix Modifier allowed, local maximum mods allowed + [1]

Cadigan's EpiphanyRuneforged Cores —

Gloves: Destroys all Augment Sockets on the item to create a Jewel Socket

Uhtred's SagaSagas —

While this item is active in your inventory your next Logbook guarantees an Uhtred encounter in the revealed Biome

Kolr's HuntRuneforged Cores —

Gloves: Can roll Marksman modifiers

Masterwork RuneRuneforged Cores —

All Equipment: Upgrades a socketed Rune

Thaumaturgic Flux (Level 8)Flux —

Upgrades a Kalguuran Skill Gem to level 8

Uhtred's SidereusRuneforged Cores —

Boots: Can roll Chronomancy modifiers

Olroth's SagaSagas —

While this item is active in your inventory your next Logbook guarantees an Olroth encounter in the revealed Biome

Warding Rune of ReinforcementRuneforged Cores —

Armour: 20% increased Runic Ward

Thaumaturgic Flux (Level 20)Flux —

Upgrades a Kalguuran Skill Gem to level 20

Medved's TendingRuneforged Cores —

Body Armours: Can roll Soul modifiers

Thaumaturgic Flux (Level 11)Flux —

Upgrades a Kalguuran Skill Gem to level 11

Thaumaturgic Flux (Level 9)Flux —

Upgrades a Kalguuran Skill Gem to level 9

Warding Rune of HeartRuneforged Cores —

Body Armours: Gain 5% of maximum Life as Extra maximum Runic Ward

Vorana's CarnageRuneforged Cores —

Helmets: Can roll Berserking modifiers

Void FluxFlux —

Transforms all Fire, Cold and Lightning Resistance modifiers on an item to equivalent Chaos resistance modifiers

Thaumaturgic Flux (Level 10)Flux —

Upgrades a Kalguuran Skill Gem to level 10

Thaumaturgic Flux (Level 17)Flux —

Upgrades a Kalguuran Skill Gem to level 17

Rune of FoundationsRuneforged Cores —

Body Armours: +30 to Armour, +30 to Evasion Rating, +10 to maximum Energy Shield

Katla's GloomRuneforged Cores —

Gloves: Can roll Decay modifiers

Ancient Rune of DetonationRuneforged Cores —

Crossbows: Grenades have 10% chance to activate a second time

Thrud's MightRuneforged Cores —

Weapon: Can roll Destruction modifiers

Rune of the BlossomRuneforged Cores —

Body Armours: +50 to Spirit, -1 to Spirit per 2 Levels

Rune of AccumulationRuneforged Cores —

Gloves: Gain 3 Life per Enemy Hit with Attacks, Gain 1 Mana per Enemy Hit with Attacks

Thaumaturgic Flux (Level 14)Flux —

Upgrades a Kalguuran Skill Gem to level 14

Thaumaturgic Flux (Level 13)Flux —

Upgrades a Kalguuran Skill Gem to level 13

Thaumaturgic Flux (Level 12)Flux —

Upgrades a Kalguuran Skill Gem to level 12

Rune of RenownRuneforged Cores —

Gloves: 50% increased Glory generation

Blazing FluxFlux —

Transforms all Cold and Lightning Resistance modifiers on an item to equivalent Fire Resistance modifiers

Chilling FluxFlux —

Transforms all Fire and Lightning Resistance modifiers on an item to equivalent Cold Resistance modifiers

Rune of AcrobaticsRuneforged Cores —

Weapon: Flasks gain 0.2 charges per Second

Warding Rune of SalvagingRuneforged Cores —

Sceptres: Recover 3% of maximum Runic Ward when one of your Reviving Minions is Killed

Rune of ReachRuneforged Cores —

Helmets: Remnants you create have 15% increased effect

Vorana's SagaSagas —

While this item is active in your inventory your next Logbook guarantees a Vorana encounter in the revealed Biome

Warding Rune of EquinoxRuneforged Cores —

Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward

Warding Rune of AnnihilationRuneforged Cores —

Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage

Thaumaturgic Flux (Level 15)Flux —

Upgrades a Kalguuran Skill Gem to level 15

Warding Rune of DisintegrationRuneforged Cores —

Martial Weapon: Attacks Break Armour equal to 15% of maximum Runic Ward

Crackling FluxFlux —

Transforms all Fire and Cold Resistance modifiers on an item to equivalent Lightning Resistance modifiers

Thaumaturgic Flux (Level 16)Flux —

Upgrades a Kalguuran Skill Gem to level 16

Rune of CulminationRuneforged Cores —

Gloves: 50% chance to build an additional Combo on Hit

Betrayal of AldurRuneforged Cores —

Weapon: Transforms all Fire, Cold and Lightning modifiers on the item into equivalent Chaos modifiers

Warding Rune of StabilityRuneforged Cores —

Shields and Bucklers: +4 to Stun Threshold per 10 maximum Runic Ward

Ancient Rune of ShatteringRuneforged Cores —

One Hand Maces: 40% increased effect of Fully Broken Armour

Rune of VitalityRuneforged Cores —

Weapon: +80 to maximum Life

Warding Rune of GlancingRuneforged Cores —

Body Armours: +3 to Deflection Rating per 10 maximum Runic Ward

Ancient Rune of the TitanRuneforged Cores —

Two Hand Maces: 10% chance for Slam Skills you use yourself to cause an additional Aftershock

Rune of the PrismRuneforged Cores —

Body Armours: -10% to all Maximum Elemental Resistances, +20% to all Elemental Resistances

Medved's SagaSagas —

While this item is active in your inventory your next Logbook guarantees a Medved encounter in the revealed Biome

Thaumaturgic Flux (Level 18)Flux —

Upgrades a Kalguuran Skill Gem to level 18

Ancient Rune of SplintersRuneforged Cores —

Bows: +50% Surpassing chance to fire an additional Arrow

Rune of the HuntRuneforged Cores —

Boots: 8% increased Movement Speed while Sprinting

Warding Rune of ArmatureRuneforged Cores —

Martial Weapon: Gain maximum Runic Ward equal to 15% of this Weapon's maximum damage

Warding Rune of HollowingRuneforged Cores —

Caster Weapon: Gain 15% of maximum Life as Extra maximum Runic Ward, 15% less maximum Life

Thaumaturgic Flux (Level 19)Flux —

Upgrades a Kalguuran Skill Gem to level 19

Rune of ConsistencyRuneforged Cores —

Helmets: 200% increased Critical Hit Chance, You have no Critical Damage Bonus

Ire of AldurRuneforged Cores —

Weapon: Transforms all Fire and Cold modifiers on the item into equivalent Lightning modifiers

Ancient Rune of DecayRuneforged Cores —

Wands: 25% increased Withered Magnitude

Ancient Rune of WitchcraftRuneforged Cores —

Foci: 40% increased Area of Effect of Curses

Ancient Rune of the HordeRuneforged Cores —

Sceptres: Minions have 8% increased Attack and Cast Speed

Breath of AldurRuneforged Cores —

Weapon: When socketed, transforms all Fire and Lightning modifiers to equivalent Cold modifiers

Passion of AldurRuneforged Cores —

Weapon: Transforms all Cold and Lightning modifiers on the item into equivalent Fire modifiers

Warding Rune of BodyguardsRuneforged Cores —

Sceptres: Minions in your Presence have Onslaught while you are on Low Runic Ward

Ancient Rune of DiscoveryRuneforged Cores —

Staves: 30% chance to create an additional Remnant

Warding Rune of ProtectionRuneforged Cores —

Armour: Every 4 seconds, gain Guard equal to 20% of maximum Runic Ward for 2 seconds

Ancient Rune of AnimosityRuneforged Cores —

Talismans: Gain 2 Druidic Prowess when you Heavy Stun a Rare or Unique Enemy

Ancient Rune of DuelingRuneforged Cores —

Bucklers: 30% increased Parried Debuff Magnitude

Ancient Rune of RetaliationRuneforged Cores —

Shields: 8% increased Attack Speed if you have Blocked Recently

Rune of ConfrontationRuneforged Cores —

Quarterstaff or Spear: Gain 4 Rage on Melee Hit, -10 to Maximum Rage

Warding Rune of DesperationRuneforged Cores —

Wand or Staff: Spell damage Penetrates 25% of enemy Elemental Resistances while on Low Runic Ward

Warding Rune of ObsessionRuneforged Cores —

Wands: All damage taken bypasses Runic Ward, Runic Ward Regeneration Rate is doubled

Ancient Rune of ProwessRuneforged Cores —

Spears: 30% chance when you gain a Charge to gain an additional Charge

Warding Rune of NourishmentRuneforged Cores —

Armour: 15% Life Recovery from Flasks also applies to Runic Ward

Warding Rune of SymbiosisRuneforged Cores —

Boots: 1% increased Energy Shield Recharge Rate per 30 maximum Runic Ward

Ancient Rune of ControlRuneforged Cores —

Quarterstaves: 50% increased Immobilisation buildup

Warding Rune of CourageRuneforged Cores —

Helmets: 25% increased Armour and Evasion Rating while on Low Runic Ward

Rune of Vital FlameRuneforged Cores —

One Hand Mace, Two Hand Mace or Talisman: Adds 13 to 16 Fire Damage, 15% of Skill Mana Costs Converted to Life Costs

Permanent Character Boons

Right-click the quest item to apply its bonus. Olroth grants a Weapon Set Passive Skill Point. The four complete rune sequences are listed under Runeshape Combinations > Currency. Sources: POE2DB Quest item descriptions and the 0.5.3 patch fix for repeated Boon selections.

Overview

POE2 Expedition Rewards

  • Expedition rewards in POE2 revolve around Verisium Remnants, Logbooks, Artifacts, Sagas, Flux items, and Runeforged reward items. Verisium is the core remnant-crafting thread: Remnants expose rune slots, reward choices, and waves of Verisium-infused monsters that complete the chosen recipe.
  • Use this article as the reward map for the Expedition branch. The generated item tables below still carry the full item lists, while this overview names what each reward family is for and which local section owns it.
  • Four Expedition Boons grant permanent character bonuses. Find a 10-slot Verisium Remnant offering a Boon recipe (Lv78+), complete its rune encounter, then right-click the rewarded quest item. Each distinct Boon can be gained once per character; collecting all four requires separate reward choices. Aldur's Legacy is an alternative reward, so choosing it does not also grant a Boon.

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

#

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

Tablet Guide

#

Medved, the Fallen Seer

Minor Expedition boss

Location

Sprawling Jungle

Access

POE2DB Waystones data lists Medved in the ExpeditionSubArea_MedvedBoss area, Sprawling Jungle, with the Island Rumour: End of the circle. POE2DB Lineage Supports currently lists Vorana's Siege as dropped by Medved; Medved's Felling is tracked here from in-game verification plus the current poe.ninja market page.

Access itemPriceLinks
Medved's Saga—
Medved's Tending—

Rewards

RewardPriceLinks
Vorana's SiegePOE2 Lineage Supports lists this gem as dropped by Medved, the Fallen Seer.—
Medved's FellingIn-game verified Medved drop; poe.ninja tracks the current market page, while the published catalog currently has no drop-source row.—

Vorana, Last to Fall

Minor Expedition boss

Location

Mournful Cliffside

Access

POE2DB Waystones data lists Vorana in the ExpeditionSubArea_VoranaBoss area, Mournful Cliffside, with the Island Rumour: The last to fall.

Access itemPriceLinks
Vorana's Saga—
Vorana's Carnage—

Uhtred, the Stardrinker

Minor Expedition boss

Location

Secluded Temple

Access

POE2DB Waystones data lists Uhtred in the ExpeditionSubArea_UhtredBoss area, Secluded Temple, with the Island Rumour: Stardrinker. POE2DB Lineage Supports currently lists Uhtred's Constellation and Uhtred's Rite as dropped by Uhtred.

Access itemPriceLinks
Uhtred's Saga—
Uhtred's Sidereus—

Rewards

RewardPriceLinks
Uhtred's ConstellationPOE2 Lineage Supports lists this gem as dropped by Uhtred, the Stardrinker.—
Uhtred's RitePOE2 Lineage Supports lists this gem as dropped by Uhtred, the Stardrinker.—

Overview

Bosses

#

Olroth, Origin of the Fall

Expedition pinnacle boss

Location

Grand Expedition

Access

Use an Expedition Logbook on the Atlas to reveal Ocean Biome Grand Expeditions. Keep Olroth's Saga active before using the next Logbook to guarantee an Olroth encounter in the revealed biome. Area level scales from the revealed Logbook/Atlas route; Expedition atlas nodes such as The Quest Continues can add +1 area level.

Access itemPriceLinks
Expedition Logbook—
Olroth's Saga—

Rewards

RewardPriceLinks
OlrovasaraTorment Club
Olrovasara Lv. 65+
Olrovasara

Base: Torment Club

Req: 114 Str

Lvl PhysLtngCritAPSCold DPS Recipe
65 44-731-665.00%1.70- 156 —
65 -1-665%1.744-209 272 Exceptional Verisium×15Olroth's Crest of the Sun×1 !
65 44-731-665%1.7- 156 Exceptional Verisium×15Olroth's Crest of the Sun×1 !
65 44-731-665%1.7- 156 Exceptional Verisium×15Olroth's Crest of the Sun×1 !
65 -86-4695%1.7- 472 Exceptional Verisium×15Olroth's Crest of the Sun×1
Explicit
  • Adds 1 to (60-80) Light.DmgAdds 1 to (60-80) 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
  • +(300-400) to Accu+(300-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an AttackAttack , and is checked against the targets Evasion to determine that chance.
    Player AttacksAttack incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (5-30) % inc. Atk Speed(5-30) % increased AttackAttack

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

    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, gains max added 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 equal to | the enemy's 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.
    for 20 seconds, up to a total of 500
    On HittingHitting

    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, gains maximum added 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 equal to | the enemy's 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.
    for 20 seconds, up to a total of 500

""True heroes grow stronger in the face of adversity." - Fourth Tenet of the Knights of the Sun"

—
Keeper of the ArcSpiritbone Crown
Keeper of the Arc Lv. 62+
Keeper of the Arc

Base: Spiritbone Crown

Req: 36 Str | 36 Int

Lvl ARESWard Recipe
62 458132- —
65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
Explicit
  • (240-340) % 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
    (240-340) % 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.
  • (15-25) Life Regeneration per second(15-25) Life Regeneration per second
  • (15-25) % inc. Mana Regeneration Rate(15-25) % increased Mana Regeneration Rate
  • Alternating every 5 seconds: | Take 40 % less Dmg 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.
    | Take 40 % less Dmg over time
    Alternating every 5 seconds: | Take 40 % less Damage 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.
    | Take 40 % less Damage over time

"The priests of the Kalguur keep faith through numbers and calculation, not unprovable promises."

—
SvalinnCrucible Tower Shield
Svalinn Lv. 60+
Svalinn

Base: Crucible Tower Shield

Req: 64 Str

Lvl Block chanceARWardER Recipe
60 26%48961- —
65 26%-250- Exceptional Verisium×25Olroth's Crest of the Sun×1
65 26%337100- Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 26%-35148 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 26%54635- Exceptional Verisium×25Olroth's Crest of the Sun×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

Cast on Block

Lv 14
BuffPersistentTriggerMeta

While active, gains Energy when you Block and triggers socketed Spells on reaching max Energy .

Cast on Block

  • Gains 25 Energy when you Block
  • (0 - 57) % inc. Energy gained57 % inc. Energy gained
  • Triggers all Socketed Spells and loses all Energy on reaching max Energy
  • Gains (0 - 0.05) Energy when you BlockGains 0.05 Energy when you Block

Support

  • Supported Skills Cost nothing
  • Has 10 max Energy per 0.1 seconds of base cast time of Socketed Spells
Implicit
  • Grants Skill: Raise ShieldGrants Skill: Raise Shield
  • Grants Skill: Level 14 Cast on BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    Grants Skill: Level 14 Cast on BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
Explicit
  • +(50-100) to max WardRunic Ward

    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 .
    +(50-100) to maximum Runic WardRunic Ward

    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 .
  • (200-300) % inc. ArmourArmour

    Armour reduces DamageDamage taken from HitsHits . By default, Armour only applies to Physical DamageDamage .
    DamageDamage reduction from Armour is proportional to the amount of DamageDamage , and is more effective at reducing smaller hits.
    (200-300) % increased ArmourArmour

    Armour reduces DamageDamage taken from HitsHits . By default, Armour only applies to Physical DamageDamage .
    DamageDamage reduction from Armour is proportional to the amount of DamageDamage , and is more effective at reducing smaller hits.
  • Chance to BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    Dmg is LuckyLucky

    Lucky things are rolled twice and the better result used.
    Chance to BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    DamageDamage

    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 LuckyLucky

    Lucky things are rolled twice and the better result used.
  • You take (0-20) % of damage from BlockedBlocked

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    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.
    You take (0-20) % of damage from BlockedBlocked

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    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.

"The priests found the Great Shield the night it fell to Middengard, but it was the smiths who delved into the secrets it held."

—
Olroth's ResolveUltimate Life Flask
Olroth's Resolve Lv. 60+
Olroth's Resolve

Base: Ultimate Life Flask

Lvl Recovers {0} Life over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 920220
Explicit
  • (100-150) % inc. Charges per use(100-150) % increased Charges per use
  • Regenerate (2.5-5) % of max WardRunic Ward

    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 during Effect
    Regenerate (2.5-5) % of maximum Runic WardRunic Ward

    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 during Effect
  • Gain 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 Current WardRunic Ward

    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 .
    for 10 seconds when Effect ends
    Gain 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 Current Runic WardRunic Ward

    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 .
    for 10 seconds when Effect ends

"Olroth the Gallant, tireless and true, he fights for me, he fights for you!"

—
Heroic TragedyTimeless Jewel
Heroic Tragedy Lv. 20+
Heroic Tragedy

Base: Timeless Jewel

Limited to Radius
1 HistoricVery Large
Explicit
  • Remembrancing (100-8000) songworthy deeds by the line of Vorana | Passives in radius are Conquered by the KalguurRemembrancing (100-8000) songworthy deeds by the line of Vorana | Passives in radius are Conquered by the Kalguur
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]

"They believed themselves courageous and selfless, but that bravery became the doom at their door."

—
Olroth's Reliquary KeyReliquary KeyOlroth's Reliquary KeyReliquary Key—
Olrovasara Lv. 65+
Olrovasara

Base: Torment Club

Req: 114 Str

Lvl PhysLtngCritAPSCold DPS Recipe
65 44-731-665.00%1.70- 156 —
65 -1-665%1.744-209 272 Exceptional Verisium×15Olroth's Crest of the Sun×1 !
65 44-731-665%1.7- 156 Exceptional Verisium×15Olroth's Crest of the Sun×1 !
65 44-731-665%1.7- 156 Exceptional Verisium×15Olroth's Crest of the Sun×1 !
65 -86-4695%1.7- 472 Exceptional Verisium×15Olroth's Crest of the Sun×1
Explicit
  • Adds 1 to (60-80) Light.DmgAdds 1 to (60-80) 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
  • +(300-400) to Accu+(300-400) to AccuracyAccuracy

    Accuracy is used to hit a target with an AttackAttack , and is checked against the targets Evasion to determine that chance.
    Player AttacksAttack incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
    Rating
  • (5-30) % inc. Atk Speed(5-30) % increased AttackAttack

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

    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, gains max added 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 equal to | the enemy's 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.
    for 20 seconds, up to a total of 500
    On HittingHitting

    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, gains maximum added 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 equal to | the enemy's 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.
    for 20 seconds, up to a total of 500

""True heroes grow stronger in the face of adversity." - Fourth Tenet of the Knights of the Sun"

Keeper of the Arc Lv. 62+
Keeper of the Arc

Base: Spiritbone Crown

Req: 36 Str | 36 Int

Lvl ARESWard Recipe
62 458132- —
65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 41532113 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
Explicit
  • (240-340) % 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
    (240-340) % 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.
  • (15-25) Life Regeneration per second(15-25) Life Regeneration per second
  • (15-25) % inc. Mana Regeneration Rate(15-25) % increased Mana Regeneration Rate
  • Alternating every 5 seconds: | Take 40 % less Dmg 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.
    | Take 40 % less Dmg over time
    Alternating every 5 seconds: | Take 40 % less Damage 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.
    | Take 40 % less Damage over time

"The priests of the Kalguur keep faith through numbers and calculation, not unprovable promises."

Svalinn Lv. 60+
Svalinn

Base: Crucible Tower Shield

Req: 64 Str

Lvl Block chanceARWardER Recipe
60 26%48961- —
65 26%-250- Exceptional Verisium×25Olroth's Crest of the Sun×1
65 26%337100- Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 26%-35148 Exceptional Verisium×25Olroth's Crest of the Sun×1 !
65 26%54635- Exceptional Verisium×25Olroth's Crest of the Sun×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

Cast on Block

Lv 14
BuffPersistentTriggerMeta

While active, gains Energy when you Block and triggers socketed Spells on reaching max Energy .

Cast on Block

  • Gains 25 Energy when you Block
  • (0 - 57) % inc. Energy gained57 % inc. Energy gained
  • Triggers all Socketed Spells and loses all Energy on reaching max Energy
  • Gains (0 - 0.05) Energy when you BlockGains 0.05 Energy when you Block

Support

  • Supported Skills Cost nothing
  • Has 10 max Energy per 0.1 seconds of base cast time of Socketed Spells
Implicit
  • Grants Skill: Raise ShieldGrants Skill: Raise Shield
  • Grants Skill: Level 14 Cast on BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    Grants Skill: Level 14 Cast on BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
Explicit
  • +(50-100) to max WardRunic Ward

    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 .
    +(50-100) to maximum Runic WardRunic Ward

    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 .
  • (200-300) % inc. ArmourArmour

    Armour reduces DamageDamage taken from HitsHits . By default, Armour only applies to Physical DamageDamage .
    DamageDamage reduction from Armour is proportional to the amount of DamageDamage , and is more effective at reducing smaller hits.
    (200-300) % increased ArmourArmour

    Armour reduces DamageDamage taken from HitsHits . By default, Armour only applies to Physical DamageDamage .
    DamageDamage reduction from Armour is proportional to the amount of DamageDamage , and is more effective at reducing smaller hits.
  • Chance to BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    Dmg is LuckyLucky

    Lucky things are rolled twice and the better result used.
    Chance to BlockBlock

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    DamageDamage

    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 LuckyLucky

    Lucky things are rolled twice and the better result used.
  • You take (0-20) % of damage from BlockedBlocked

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    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.
    You take (0-20) % of damage from BlockedBlocked

    Blocking completely prevents the damage of an incoming HitHits .
    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.
    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.

"The priests found the Great Shield the night it fell to Middengard, but it was the smiths who delved into the secrets it held."

Olroth's Resolve Lv. 60+
Olroth's Resolve

Base: Ultimate Life Flask

Lvl Recovers {0} Life over {1} SecondsConsumes {0} of {1} Charges on useCurrently has {0} Charges
60 920220
Explicit
  • (100-150) % inc. Charges per use(100-150) % increased Charges per use
  • Regenerate (2.5-5) % of max WardRunic Ward

    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 during Effect
    Regenerate (2.5-5) % of maximum Runic WardRunic Ward

    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 during Effect
  • Gain 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 Current WardRunic Ward

    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 .
    for 10 seconds when Effect ends
    Gain 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 Current Runic WardRunic Ward

    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 .
    for 10 seconds when Effect ends

"Olroth the Gallant, tireless and true, he fights for me, he fights for you!"

Heroic Tragedy Lv. 20+
Heroic Tragedy

Base: Timeless Jewel

Limited to Radius
1 HistoricVery Large
Explicit
  • Remembrancing (100-8000) songworthy deeds by the line of Vorana | Passives in radius are Conquered by the KalguurRemembrancing (100-8000) songworthy deeds by the line of Vorana | Passives in radius are Conquered by the Kalguur
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]

"They believed themselves courageous and selfless, but that bravery became the doom at their door."

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."

Pinnacle Bosses

#
IconNode#Effect (Max Total if all picked)
Strategic AdvantageStrategic AdvantageKeystone (Choice)1Choice (pick 1): Improve Explosives used within ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
on the Atlas can reveal Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.

These are only found in Ocean Biomes revealed with Logbooks.

These areas have additional modifiers to improve their rewards.
which are larger versions of regular Expeditions and can contain special types of Remnants.
and Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
with many more explosives. These contain special RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and treasures to unearth.

These are only found in Ocean Biomes revealed with LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
.

These areas have additional modifiers to improve their rewards.

Option 1: Explosives only wait for 50 % of Monsters to be slain before continuing
Option 2: Runic MonstersRunic Monsters

Runic Monsters are powerful monsters encountered in ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
.

Runic Monsters are more commonly found by using explosives on larger ExpeditionExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
markers.
spawn with an additional 20 % of Life missing
Steady DevelopmentSteady DevelopmentKeystone (Choice)1Choice (pick 1): Add an Explosive or Verisium RemnantVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

RunesRune

Runes are Augments of Kalguuran origin and make.
are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
to ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
on the Atlas can reveal Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.

These are only found in Ocean Biomes revealed with Logbooks.

These areas have additional modifiers to improve their rewards.
which are larger versions of regular Expeditions and can contain special types of Remnants.

Option 1: Remnant
Option 2: Explosive
Calculated InvestmentCalculated InvestmentKeystone (Choice)1Choice (pick 1): Select an additional bonus for Runic Modifiers
Option 1: 25 % chance Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

RunesRune

Runes are Augments of Kalguuran origin and make.
are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
count as affected by a Power RunePower Rune

The Power Rune upgrades all other Runic ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
on the RemnantVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
to a more powerful and rewarding variant.

Option 2: 5 % increased Experience from Monsters per Runic Modifier
Option 3: 1 % increased Quantity of Items dropped by Monsters per Runic Modifier
Buried AmbitionBuried AmbitionNotable1ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
on the Atlas can reveal Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.

These are only found in Ocean Biomes revealed with Logbooks.

These areas have additional modifiers to improve their rewards.
which are larger versions of regular Expeditions and can contain special types of Remnants.
may now contain Verisium Sentries
Feeling Lucky?Feeling Lucky?Notable1Farrow now sells Liquid Verisium in exchange for Verisium
The Quest ContinuesThe Quest ContinuesNotable1Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
with many more explosives. These contain special RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and treasures to unearth.

These are only found in Ocean Biomes revealed with LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
.

These areas have additional modifiers to improve their rewards.
may have up to 3 Modifiers
Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
with many more explosives. These contain special RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and treasures to unearth.

These are only found in Ocean Biomes revealed with LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
.

These areas have additional modifiers to improve their rewards.
have +1 Area Level
Double or NothingDouble or NothingKeystone (Choice)1Choice (pick 1): Adjust how Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

RunesRune

Runes are Augments of Kalguuran origin and make.
are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
within ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
on the Atlas can reveal Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of Expeditions with many more explosives. These contain special Remnants and treasures to unearth.

These are only found in Ocean Biomes revealed with Logbooks.

These areas have additional modifiers to improve their rewards.
which are larger versions of regular Expeditions and can contain special types of Remnants.
and Grand ExpeditionsGrand Expedition

Grand Expeditions are a larger version of ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
with many more explosives. These contain special RemnantsVerisium Remnant

Verisium Remnants are fragments of the stars themselves, called down by Kalguurans to harness their power.

Verisium Remnants allow you to craft a variety of rewards. Each Remnant has a number of slots available for runes to be inscribed, and when you first find it, it will have one rune already inscribed.

Based on the inscribed rune, you'll be able to select a reward and, based on the runes required for the recipe, you will have to fight waves of Verisium infused monsters to complete the encounter and receive your reward.

These Inscriptions can be used to create Runeshapes within Verisium Remnants.

Runes are the result of the Kalguurans study of these Inscriptions and the power of Runeshapes.
and treasures to unearth.

These are only found in Ocean Biomes revealed with LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
.

These areas have additional modifiers to improve their rewards.
add Runic Modifiers to future RemnantsRemnants

Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.

Option 1: 25 % chance to add an additional Runic Modifier
Option 2: Will not add Runic Modifiers
Option 3: Adds a single Runic Modifier (no change)
Cultivate the SeaCultivate the SeaKeystone (Choice)1Choice (pick 1): Ocean and Island Areas are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Water
Option 2: Mountain
Option 3: Grass
Option 4: Forest
Option 5: Swamp
Option 6: Desert
Logbook ChanceLogbook ChancePassive85 % (max: 40%) increased Quantity of Expedition LogbooksExpedition Logbook

Reveals an Ocean Biome on the Atlas

Consumed via the Atlas at a Logbook Expedition node.
dropped by Runic MonstersRunic Monsters

Runic Monsters are powerful monsters encountered in ExpeditionsExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
.

Runic Monsters are more commonly found by using explosives on larger ExpeditionExpedition

Expeditions are Ancient Kalguuran burial sites, with Verisium Remnants and dangers buried beneath the ground.

Set up a chain of explosives and unearth the treasures, but beware of the dangers that hide in wait. Verisium Remnants apply their Modifiers to Monsters and Chests that are excavated with the same explosive that destroys the Remnant and all subsequent unearthed Monsters and Chests.

Using Logbooks on the Atlas can reveal Grand Expeditions which are larger versions of regular Expeditions and can contain special types of Remnants.
markers.
Open Atlas Tree

Overview

Expedition Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

Atlas Nodes

#

Island Rumour Spoiler Lookup

POE2 currently includes 20 Island Rumours. Treat revealed Logbook rumour text as spoiler information if you want Expedition island outcomes to stay blind.

Island Rumour Spoiler Lookup

Revealed rumourSpoiled map / encounterSignalSpecial
All that glitters...Castaway POE2DBGold unique map with Torrek of the Drowned Fleet.Gold
Almost paradise.Untainted Paradise POE2DBExperience unique map; monsters drop no items.XP
Reflective waters...The Fractured Lake POE2DBMirrored rare monsters and Fragmented Mirror source.Ring / amulet bases
A good fellow...Moment of Zen POE2DBTravelling merchant encounter.Merchant
Crazed Chieftain...The Jade Isles POE2DBManoki boss island.Boss
Somethin' fishy...Barren Atoll POE2DBGrand Expedition ocean map.Pirate cache
End of the circle...Sprawling Jungle POE2DBMedved boss island.Medved's Saga|18.83934||
The last to fall...Mournful Cliffside POE2DBVorana boss island.Vorana's Saga|18.994716||
Stardrinker...Secluded Temple POE2DBUhtred boss island.Uhtred's Saga|587.6449799999999||
Origin of the fall...Obscure Island POE2DBOlroth boss island.Olroth's Saga|76.58742||
Nothin' to drink...Stagnant Basin POE2DBGrand Expedition ocean map.Oil
Unknown ruins...Exhumed Ruins POE2DBGrand Expedition ocean map.Strongbox
It's dry at least...Sloughed Gully POE2DBGrand Expedition ocean map.Monster effect
Fallen stars...Moor of Fallen Skies POE2DBGrand Expedition ocean map.Aldur's Saga|27792.881999999998|| Runestones
Endless cliffs...Craggy Peninsula POE2DBGrand Expedition ocean map.Rarity / rogue exiles
Warm but risky...Grazed Prairie POE2DBGrand Expedition ocean map.Azmeri spirits
Bleak and awful...Bleached Shoals POE2DBGrand Expedition ocean map.Strongbox
Wild roaming free...Lush Isle POE2DBGrand Expedition ocean map.XP / beyond
Cold as ice...Frigid Bluffs POE2DBGrand Expedition ocean map.Old Expedition
Sulphite!Scorched Cay POE2DBGrand Expedition ocean map.Rarity

Overview

POE2 Expedition Logbook Rumours

  • Expedition Logbooks can reveal an Island Rumours line before you run the island. That rumour text is not just flavour: it can identify, or at least strongly spoil, which Expedition map, boss island, unique map, or special encounter the Logbook is pointing at.
  • Use the table below as a spoiler-aware lookup. If you want to discover Logbooks blind, avoid reading revealed rumours; if you are planning routes, match the revealed rumour text to the map outcome before committing to the run.

Logbook Rumours

#

Breach 0.5 Mechanic Loop

This table combines the official 0.5.0 notes, the Genesis Tree deep dive, and local Atlas-node source rows.

Breach 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Monastery hubThe Monastery of the Keepers sits south of the Atlas start. Nearby maps contain Breach encounters and award Breach Atlas Tree points.0.5.0 notes
Stabilised BreachStarting a Breach now shows a progress bar for collapse time and monster-kill extension. Reaching 100% starts a Stabilised Breach challenge at the origin.0.5.0 notes
VruunVruun, Marshal of Xesht is a new boss tied to Stabilised Breaches and Atlas passives such as Flesh Flower, Study the Chains, and Frantic Invasion.POE2DB
Genesis TreeThe Genesis Tree consumes Wombgifts and Hiveblood to create rings, amulets, belts, and currency. Its nodes alter crafted outputs, and more nodes unlock through Wombgifts.Genesis Tree deep dive
Exclusive Breach bases0.5 adds six ring bases, four amulet bases, and four belt bases exclusive to Genesis Tree crafting, plus caster/minion crafted mods for rings and belts.0.5.0 notes
CatalystsCatalysts no longer drop from monsters and are now obtained from the Genesis Tree. Twelve new Catalysts can add quality modifiers to Jewels.Items > Catalysts
Domain routeBreachstone Splinters become a special Wombgift at full stack; the Genesis Tree turns that into a Breachstone. Breachstones reveal Breach Domains with Breach Hives, Sky Hives, Sky Fortresses, Tul, Esh, and then Xesht access.0.5.0 notes

Overview

#

Breach

In-game hint

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.

Wombgifts

In-game hint

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift
* Ornate Wombgift
* Banded Wombgift
* Signet Wombgift

Hiveblood

In-game hint

Hiveblood is used to birth Wombgifts from The Genesis Tree in Monastery of the Keepers.

The maximum amount of Hiveblood you can have is 100,000.

Xesht's Fervour

In-game hint

A skill created by Ailith that increases the EffectivenessMonster Effectiveness

For every 2% increased Effectiveness, Monsters gain 2% more Toughness, 1% more Experience granted and 1% more quantity of items dropped.
of Monsters in BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Hive encounters.

Dreamer's Sight

In-game hint

A skill created by Ailith that creates a zone which upgrades the RarityMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
of Breach Monsters which enter it.

Monsters can only have their RarityMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
upgraded once, and can not be upgraded beyond Rare.

Otherworldly Nemesis

In-game hint

A skill created by Ailith that adds an additional Pack with a Rare Monster to each wave.

Dreamer's Inspiration

In-game hint

A skill created by Ailith that creates a zone which adds a ModifierMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
to Rare Breach Monsters which enter it.

A Rare Monster can only have one Modifier added.

Dreamer's Gift

In-game hint

A skill created by Ailith that sacrifices half her life to grant players 100% increased Item RarityItem Rarity

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.
in Breach Hives.

Dreamer's Might

In-game hint

A skill created by Ailith that sacrifices half her life to grant players 1000% more Damage and immunity to Damage for 10 seconds.

Mechanics

#

POE2DB Quest

Keepers of the Flame

Waking the Dreamer questline

Act
Act 10
Objective
Speak to Ailith, First of the Keepers
Steps
8 progression stages
  1. First BreachMeet Ailith, open and stabilise the Breach, defeat the Hiveborn, and speak with her again.
  2. Genesis TreeVisit Ailith at the Monastery of the Keepers. Take her Wombgift, grow it in the Genesis Tree, and collect her Breach Tablet.
  3. Five BreachesStabilise five Breaches, return to Ailith, and collect the Breachstone. Use it on the Atlas to reveal the Breach City.
  4. Hive ColonyTravel to the Hive Colony and speak with Ailith. Burn the Hiveborn defenses and protect her.
  5. Hive FortressContinue through the Hive Colony into the Hive Fortress. Defend Ailith again and fight through the Hiveborn.
  6. Esh and TulDefeat It That Was Esh and It That Was Tul. Return to Ailith at the Monastery and collect the Breachlord Sac.
  7. The DreamerSpeak with Ailith and the Mysterious Acolyte. Give the Sac to The Dreamer, then speak with him at the Monastery.
  8. Twisted DomainEnter the Twisted Domain with Ailith and defeat Xesht. Return to the Monastery, speak with The Dreamer, then speak with and find Ailith to finish.
RewardsBreachstoneBreach SplinterBreach TabletLavish WombgiftBreachlord Sac

Atlas passive point progress

ProgressAtlas passive pointsSource
Monastery hubThe Monastery of the Keepers sits south of the Atlas start. Nearby maps contain Breach encounters and award Breach Atlas Tree points.

Overview

Progress

#

Vruun, Marshal of Xesht

Stabilised Breach boss

Location

Stabilised Breach in maps

Access

Fill an Unstable Breach to trigger a Stabilised Breach. Vruun can appear in the Stabilised Breach.

Rewards

RewardPriceLinks
The Head of VruunReturn to the Genesis Tree route.—
Vruun's Aftermath

Vruun's Aftermath

Vruun's Aftermath

Skill

Lv. 65+
Vruun's Aftermath

Supports WarcriesWarcries

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
, causing them to destroy Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
and 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.
. Supported Skills empower additional Attacks if they destroy enough Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
and 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.
.
Supports WarcriesWarcries

Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
, causing them to destroy Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
and 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.
. Supported Skills empower additional Attacks if they destroy enough Ice CrystalsIce_Crystals

Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
and 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.
.

Core Mods

  • Supported WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    cause Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    to explode
    Supported WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    cause Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    to explode
  • Supported WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Detonate your 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.
    Supported WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Detonate your 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.
  • Supported WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Empower 3 additional Attacks if they destroy at least 5 total Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    and 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.
    Supported WarcriesWarcries

    Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks , sometimes depending on the total Power of enemies counted.
    Empower 3 additional Attacks if they destroy at least 5 total Ice CrystalsIce_Crystals

    Ice Crystals are solid blocks of ice which can be damaged. When destroyed, Ice Crystals will deal Cold damage in an area. Ice Crystals will block the movement of smaller monsters, while larger monsters will destroy Ice Crystals in their path. Skills which Consume Freeze will instantly shatter Ice Crystals, causing them to deal more damage in a larger area.
    and 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.
—

Atlas node Study the Chains specifically increases Vruun lineage-support drops; Flesh Flower uses Vruun for the Grasping Orchid unlock.

It That Was Tul and It That Was Esh

Hive Colony paired boss encounter

Location

Hive Colony

Access

Follow the Keepers of the Flame quest through Breach Hives and the Hive Fortress to the Hive Colony, where Tul and Esh fight together.

Shared drop pool

These rewards belong to the paired Hive Colony encounter. No individual boss split is claimed.

RewardPriceLinks
Tul's Avalanche

Tul's Avalanche

Tul's Avalanche

Skill

Lv. 65+
Tul's Avalanche

Supports 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 .
Spells you cast yourself, Sealing them when you BlockBlock

Blocking completely prevents the damage of an incoming Hit . 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.
, The SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
are broken when used, each making the Spell Echo . Cannot support skills with a Cooldown or which already gain SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
.
Supports 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 .
Spells you cast yourself, Sealing them when you BlockBlock

Blocking completely prevents the damage of an incoming Hit . 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.
, The SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
are broken when used, each making the Spell Echo . Cannot support skills with a Cooldown or which already gain SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
.

Core Mods

  • Supported Skills have a max of 4 SealsSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    Supported Skills have a maximum of 4 SealsSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
  • Supported Spells Echo 1 time per SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
    Supported Spells Echo 1 time per SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
  • Supported Skills gain a SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 2 times you BlockBlock

    Blocking completely prevents the damage of an incoming Hit . 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.
    Supported Skills gain a SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 2 times you BlockBlock

    Blocking completely prevents the damage of an incoming Hit . 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.
—
Esh's Prowess

Esh's Prowess

Esh's Prowess

Skill

Lv. 65+
Esh's Prowess

Supports 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.
skills 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.
targets, granting them an additional level and causing them to only roll the minimum or maximum value for 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.
. Does not support skills which do not have levels.
Supports 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.
skills 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.
targets, granting them an additional level and causing them to only roll the minimum or maximum value for 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.
. Does not support skills which do not have levels.

Core Mods

  • +1 to Level of Supported 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.
    Skills
    +1 to Level of Supported 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.
    Skills
  • Supported Skills only roll the min or max Dmg value for Light.DmgLightning

    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.
    Supported Skills only roll the minimum or maximum Damage value for 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.
—

After defeating Tul and Esh, return to Ailith in the Monastery of the Keepers and collect the Breachlord Sac. Give it to the Dreamer to enter the Twisted Domain.

Tul's Avalanche

Tul's Avalanche

Skill

Lv. 65+
Tul's Avalanche

Supports 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 .
Spells you cast yourself, Sealing them when you BlockBlock

Blocking completely prevents the damage of an incoming Hit . 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.
, The SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
are broken when used, each making the Spell Echo . Cannot support skills with a Cooldown or which already gain SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
.
Supports 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 .
Spells you cast yourself, Sealing them when you BlockBlock

Blocking completely prevents the damage of an incoming Hit . 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.
, The SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
are broken when used, each making the Spell Echo . Cannot support skills with a Cooldown or which already gain SealsSeal

Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
.

Core Mods

  • Supported Skills have a max of 4 SealsSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    Supported Skills have a maximum of 4 SealsSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
  • Supported Spells Echo 1 time per SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
    Supported Spells Echo 1 time per SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    broken
  • Supported Skills gain a SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 2 times you BlockBlock

    Blocking completely prevents the damage of an incoming Hit . 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.
    Supported Skills gain a SealSeal

    Sealed Skills are skills which gain Seals. Only skills you use yourself can be Sealed. When you use a Sealed Skill, its Seals are broken, and that use of the skill will gain some benefit based on how many Seals it had.
    every 2 times you BlockBlock

    Blocking completely prevents the damage of an incoming Hit . 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.

Esh's Prowess

Esh's Prowess

Skill

Lv. 65+
Esh's Prowess

Supports 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.
skills 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.
targets, granting them an additional level and causing them to only roll the minimum or maximum value for 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.
. Does not support skills which do not have levels.
Supports 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.
skills 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.
targets, granting them an additional level and causing them to only roll the minimum or maximum value for 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.
. Does not support skills which do not have levels.

Core Mods

  • +1 to Level of Supported 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.
    Skills
    +1 to Level of Supported 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.
    Skills
  • Supported Skills only roll the min or max Dmg value for Light.DmgLightning

    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.
    Supported Skills only roll the minimum or maximum Damage value for 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.

Overview

Bosses

#

Xesht, We That Are One

Breach pinnacle boss

Location

Breachstone encounter

Access

Current 0.5 routing moves from Breachstone/Breachlord Sac progression into The Dreamer and the Twisted Domain for the Xesht pinnacle fight.

Access itemPriceLinks
Breach Splinter—
Breachstone—
Breachlord Sac—

Rewards

RewardPriceLinks
Hand of Wisdom and ActionSpiral Wraps
Hand of Wisdom and Action Lv. 33+
Hand of Wisdom and Action

Base: Spiral Wraps

Req: 24 Dex | 24 Int

Lvl ERESWard Recipe
33 5218- —
55 381267 Verisium×500Vorana's Crest of the Scythe×1
Explicit
  • +(15-25) to Dex+(15-25) to 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.
  • +(15-25) to Int+(15-25) to 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 % inc. Atk Speed per 20 Dex1 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise.
    Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed 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 1 to 10 Light.Dmg 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 Int
    Adds 1 to 10 Lightning 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 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.

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

—
Skin of the LoyalGarment
Skin of the Loyal Lv. 1+
Skin of the Loyal

Base: Garment

Lvl Ward Recipe
- 100 —
Explicit
  • +(5-40) % to all Ele.Res+(5-40) % 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 Ailment ThresholdElemental Ailment Threshold

    A higher ElementalElemental Ailment Threshold makes it less likely that being Hit by Elemental DamageElemental will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower ElementalElemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Chaos ResChaos 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 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 Ailment ThresholdElemental Ailment Threshold

    A higher ElementalElemental Ailment Threshold makes it less likely that being Hit by Elemental DamageElemental will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower ElementalElemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    is increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.
  • ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are 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.
    ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    is increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Fire ResistanceFire 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 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.
  • ES is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.
    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 increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.
  • ER is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Light. ResLightning 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 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.
    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 is increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.

"We happily give our limbs. A net woven to keep safe the bones of the Lords."

—
Beyond ReachVisceral Quiver
Beyond Reach Lv. 65+
Beyond Reach

Base: Visceral Quiver

Implicit
  • (20-30) % inc. Crit%Critical Hit Chance

    Critical HitsHits 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 HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    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 PhysicalPhysical damage — they can deal any damage type.
    (20-30) % increased Critical Hit ChanceCritical Hit Chance

    Critical HitsHits 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 HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    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 PhysicalPhysical damage — they can deal any damage type.
Explicit
  • (10-15) % reduced Atk 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 PhysicalPhysical damage — they can deal any damage type.
    Speed
  • 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 PhysicalPhysical damage — they can deal any damage type.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of Phys.Dmg as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg
    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 PhysicalPhysical damage — they can deal any damage type.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage
  • ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    also 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 FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
    also 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 FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    also 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 ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from HitsHits with specific skills or effects ContributesContributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
    also 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 ElectrocuteElectrocute

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

"The limit of our knowledge is a barrier that protects us from ourselves."

—
Xoph's BloodAmber Amulet
Xoph's Blood Lv. 52+
Xoph's Blood

Base: Amber Amulet

Implicit
  • +(10-15) to Str+(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.
    Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
    Strength does not grant damage to Skills or any other benefits except where specifically stated.
Explicit
  • (10-20) % inc. max Life(10-20) % increased maximum Life
  • +(50-100) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(50-100) % to Fire ResistanceFire 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.
  • 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.
    have -25 % to Fire ResFire Resistance

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

"We are his blood. Through us he carries his burning message."

—
Choir of the StormJade Amulet
Choir of the Storm Lv. 55+
Choir of the Storm

Base: Jade Amulet

Lightning Bolt

Lv 13
SpellAoELightningRepeatableTrigger

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

  • Deals (12 - 30) to (221 - 565) Light.DmgDeals 30 to 565 Light.Dmg
  • 200 % more chance to Shock
  • Impact radius is 0.8 m
  • (0 - 40) % more chance to Shock40 % more chance to Shock
Implicit
  • Grants Skill: Level 13 Lightning BoltGrants Skill: Level 13 Lightning Bolt
  • +(10-15) to Dex+(10-15) to 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.
Explicit
  • +(50-100) % to Light. ResLightning 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.
    +(50-100) % 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.
  • Critical HitsCritical Hits

    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%.
    IgnoreIgnore

    Ignoring ResistancesLightning Resistance means your damage cannot be modified in any way by the target's ResistanceLightning Resistance stats.
    Enemy Monster Light. ResLightning 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.
    Critical HitsCritical Hits

    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%.
    IgnoreIgnore

    Ignoring ResistancesLightning Resistance means your damage cannot be modified in any way by the target's ResistanceLightning Resistance stats.
    Enemy Monster 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.
  • TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    Lightning Bolt Skill on Critical HitCritical Hits

    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%.
    TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    Lightning Bolt Skill on Critical HitCritical Hits

    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%.

"But the fool did not bow. The fool stood and questioned. And the fool was unwritten."

—
The PandemoniusLapis Amulet
The Pandemonius Lv. 52+
The Pandemonius

Base: Lapis Amulet

Implicit
  • +(10-15) to Int+(10-15) to 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.
Explicit
  • +(50-100) % 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.
    +(50-100) % 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.
  • Dmg PenetratesPenetrates

    Penetration causes the target's corresponding ResistanceCold Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . ResistancesCold Resistance can only be Penetrated down to a minimum of 0% by default.
    Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    75 % 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.
    Damage PenetratesPenetrates

    Penetration causes the target's corresponding ResistanceCold Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . ResistancesCold Resistance can only be Penetrated down to a minimum of 0% by default.
    Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    75 % 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.
  • BlindBlind

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    ChilledChilled

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

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    ChilledChilled

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

"A single moment sets in motion an eternal fall, beneath which all are buried."

—
Controlled MetamorphosisDiamond
Controlled Metamorphosis Lv. 20+
Controlled Metamorphosis

Base: Diamond

Limited to Radius
1Variable
Explicit
  • Only affects Passives in Medium-Large RingOnly affects Passives in Medium-Large Ring
  • Passives in Radius can be Allocated without being connected to your treePassives in Radius can be Allocated without being connected to your tree
  • (-20--5) % to all Ele.Res(-20--5) % 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.

"Our world was dying, but we chose to survive. We broke free from the chains within."

—
Xesht's Reliquary KeyReliquary KeyXesht's Reliquary KeyReliquary Key—

Lineage Supports

SupportPriceLinks
Esh's Radiance

Other Supports

Esh's Radiance

Esh's Radiance

Support

Lv. 65+
Esh's Radiance

SupportLineage

Esh's Radiance skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Shock .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Shock .

Core Mods

  • Chaos.Dmg from Hits with Supported Skills also Contributes to Shock ChanceChaos Damage from Hits with Supported Skills also Contributes to Shock Chance
  • Supported Skills Gain 40 % of Light.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Lightning Damage as Extra Chaos Damage
—
Tul's Stillness

Other Supports

Tul's Stillness

Tul's Stillness

Support

Lv. 65+
Tul's Stillness

SupportLineage

Tul's Stillness skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup .

Core Mods

  • Chaos.Dmg from Hits with Supported Skills also Contributes to Freeze BuildupChaos Damage from Hits with Supported Skills also Contributes to Freeze Buildup
  • Supported Skills Gain 40 % of Cold.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Cold Damage as Extra Chaos Damage
—
Uul-Netol's Embrace

Other Supports

Uul-Netol's Embrace

Uul-Netol's Embrace

Support

Lv. 65+
Uul-Netol's Embrace

SupportLineage

Uul-Netol's Embrace skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Break Armour .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Break Armour .

Core Mods

  • Break Armour equal to 20 % of Chaos.Dmg dealt by Supported SkillsBreak Armour equal to 20 % of Chaos Damage dealt by Supported Skills
  • Supported Skills Gain 40 % of Phys.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Physical Damage as Extra Chaos Damage
—
Xoph's Pyre

Other Supports

Xoph's Pyre

Xoph's Pyre

Support

Lv. 65+
Xoph's Pyre

SupportLineage

Xoph's Pyre skill icon

Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Ignites .Supports Skills that can cause Damaging Hits , granting extra Chaos damage and causing Chaos damage to Contribute to Ignites .

Core Mods

  • Chaos.Dmg from Hits with Supported Skills also Contributes to Flammability and Ignite MagnitudesChaos Damage from Hits with Supported Skills also Contributes to Flammability and Ignite Magnitudes
  • Supported Skills Gain 40 % of Fire.Dmg as Extra Chaos.DmgSupported Skills Gain 40 % of Fire Damage as Extra Chaos Damage
—
Hand of Wisdom and Action Lv. 33+
Hand of Wisdom and Action

Base: Spiral Wraps

Req: 24 Dex | 24 Int

Lvl ERESWard Recipe
33 5218- —
55 381267 Verisium×500Vorana's Crest of the Scythe×1
Explicit
  • +(15-25) to Dex+(15-25) to 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.
  • +(15-25) to Int+(15-25) to 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 % inc. Atk Speed per 20 Dex1 % increased AttackAttack

    Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . Spells are not Attacks.
    The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise.
    Attacks do not necessarily deal Physical damage — they can deal any damage type.
    Speed 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 1 to 10 Light.Dmg 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 Int
    Adds 1 to 10 Lightning 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 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.

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

Skin of the Loyal Lv. 1+
Skin of the Loyal

Base: Garment

Lvl Ward Recipe
- 100 —
Explicit
  • +(5-40) % to all Ele.Res+(5-40) % 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 Ailment ThresholdElemental Ailment Threshold

    A higher ElementalElemental Ailment Threshold makes it less likely that being Hit by Elemental DamageElemental will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower ElementalElemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Chaos ResChaos 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 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 Ailment ThresholdElemental Ailment Threshold

    A higher ElementalElemental Ailment Threshold makes it less likely that being Hit by Elemental DamageElemental will apply the relevant Ailment , as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower ElementalElemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
    is increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.
  • ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are 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.
    ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    is increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Fire ResistanceFire 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 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.
  • ES is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.
    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 increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.
  • ER is inc. by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    Light. ResLightning 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 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.
    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 is increased by UncappedUncapped

    Uncapped ResistanceResistances is the value a ResistanceResistances would have if ignoring Maximum ResistanceResistances. These values are shown in parentheses at the top of the Character Panel.
    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 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.

"We happily give our limbs. A net woven to keep safe the bones of the Lords."

Beyond Reach Lv. 65+
Beyond Reach

Base: Visceral Quiver

Implicit
  • (20-30) % inc. Crit%Critical Hit Chance

    Critical HitsHits 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 HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    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 PhysicalPhysical damage — they can deal any damage type.
    (20-30) % increased Critical Hit ChanceCritical Hit Chance

    Critical HitsHits 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 HitHits Chance, while Spells and some other skills have their base Critical HitHits Chance listed on the skill.
    Most modifiers to Critical HitHits Chance are percentage based. For example, gaining 100% increased Critical HitHits Chance on a base Critical HitHits Chance of 7% would result in a final Critical HitHits Chance of 14%.
    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 PhysicalPhysical damage — they can deal any damage type.
Explicit
  • (10-15) % reduced Atk 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 PhysicalPhysical damage — they can deal any damage type.
    Speed
  • 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 PhysicalPhysical damage — they can deal any damage type.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of Phys.Dmg as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg
    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 PhysicalPhysical damage — they can deal any damage type.
    GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (10-20) % of PhysicalPhysical

    10% increased Physical Damage
    Damage as extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage
  • ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    also 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 FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
    ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
    also 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 FreezeFreeze

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
    Buildup
  • ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg 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.
    also 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 ElectrocuteElectrocute

    Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
    Only Lightning damage from HitsHits with specific skills or effects ContributesContributes to Electrocution Buildup on enemies until they become Electrocuted . Other sources of Lightning damage will not build up towards Electrocution.
    Buildup
    ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage 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.
    also 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 ElectrocuteElectrocute

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

"The limit of our knowledge is a barrier that protects us from ourselves."

Xoph's Blood Lv. 52+
Xoph's Blood

Base: Amber Amulet

Implicit
  • +(10-15) to Str+(10-15) to StrengthStrength

    Strength is an Attribute required to equip most equipment that grants Armour , as well as various melee-aligned Weapons and Skills.
    Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.
    Strength does not grant damage to Skills or any other benefits except where specifically stated.
Explicit
  • (10-20) % inc. max Life(10-20) % increased maximum Life
  • +(50-100) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    +(50-100) % to Fire ResistanceFire 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.
  • 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.
    have -25 % to Fire ResFire Resistance

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

"We are his blood. Through us he carries his burning message."

Choir of the Storm Lv. 55+
Choir of the Storm

Base: Jade Amulet

Lightning Bolt

Lv 13
SpellAoELightningRepeatableTrigger

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

  • Deals (12 - 30) to (221 - 565) Light.DmgDeals 30 to 565 Light.Dmg
  • 200 % more chance to Shock
  • Impact radius is 0.8 m
  • (0 - 40) % more chance to Shock40 % more chance to Shock
Implicit
  • Grants Skill: Level 13 Lightning BoltGrants Skill: Level 13 Lightning Bolt
  • +(10-15) to Dex+(10-15) to 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.
Explicit
  • +(50-100) % to Light. ResLightning 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.
    +(50-100) % 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.
  • Critical HitsCritical Hits

    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%.
    IgnoreIgnore

    Ignoring ResistancesLightning Resistance means your damage cannot be modified in any way by the target's ResistanceLightning Resistance stats.
    Enemy Monster Light. ResLightning 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.
    Critical HitsCritical Hits

    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%.
    IgnoreIgnore

    Ignoring ResistancesLightning Resistance means your damage cannot be modified in any way by the target's ResistanceLightning Resistance stats.
    Enemy Monster 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.
  • TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    Lightning Bolt Skill on Critical HitCritical Hits

    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%.
    TriggerTrigger
    Fallback hint: no keyword description was found for this term.
    Lightning Bolt Skill on Critical HitCritical Hits

    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%.

"But the fool did not bow. The fool stood and questioned. And the fool was unwritten."

The Pandemonius Lv. 52+
The Pandemonius

Base: Lapis Amulet

Implicit
  • +(10-15) to Int+(10-15) to 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.
Explicit
  • +(50-100) % 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.
    +(50-100) % 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.
  • Dmg PenetratesPenetrates

    Penetration causes the target's corresponding ResistanceCold Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . ResistancesCold Resistance can only be Penetrated down to a minimum of 0% by default.
    Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    75 % 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.
    Damage PenetratesPenetrates

    Penetration causes the target's corresponding ResistanceCold Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits . ResistancesCold Resistance can only be Penetrated down to a minimum of 0% by default.
    Since Penetration only affects Hits and applies to the target's defensive stats rather than your own offensive stats, it does not affect damage with Ailments .
    75 % 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.
  • BlindBlind

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    ChilledChilled

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

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    ChilledChilled

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

"A single moment sets in motion an eternal fall, beneath which all are buried."

Controlled Metamorphosis Lv. 20+
Controlled Metamorphosis

Base: Diamond

Limited to Radius
1Variable
Explicit
  • Only affects Passives in Medium-Large RingOnly affects Passives in Medium-Large Ring
  • Passives in Radius can be Allocated without being connected to your treePassives in Radius can be Allocated without being connected to your tree
  • (-20--5) % to all Ele.Res(-20--5) % 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.

"Our world was dying, but we chose to survive. We broke free from the chains within."

Overview

Pinnacle Boss

#

Items

Banded Wombgift

Can grow into a Belt on the Genesis Tree Requires # Hiveblood

  • Can grow into a Belt on the Genesis Tree
  • Requires # Hiveblood

Lavish Wombgift

Can grow into a Currency item on the Genesis Tree Requires # Hiveblood

  • Can grow into a Currency item on the Genesis Tree
  • Requires # Hiveblood

Ornate Wombgift

Can grow into an Amulet on the Genesis Tree Requires # Hiveblood

  • Can grow into an Amulet on the Genesis Tree
  • Requires # Hiveblood

Revelatory Wombgift

Can grow into a Breachstone on the Genesis Tree Requires # Hiveblood

  • Can grow into a Breachstone on the Genesis Tree
  • Requires # Hiveblood

Signet Wombgift

Can grow into a Ring on the Genesis Tree Requires # Hiveblood

  • Can grow into a Ring on the Genesis Tree
  • Requires # Hiveblood

Wombgift Roster

Banded Wombgift

Lavish Wombgift

Ornate Wombgift

Revelatory Wombgift

Signet Wombgift

Overview

Wombgifts

0.5 Breach Wombgifts are shown as item cards using the generated Items / Wombgifts data and source-backed new-item markers.

Wombgifts

#

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 18
Effect
(30-60)% increased Quantity of Hiveblood found in Map
(30-60)% increased Quantity of Wombgifts found in Map
(5-20)% increased Effectiveness of Rare Breach Monsters in Map
Breaches in Map have (5-15)% increased Pack Size
Unstable Breaches in Map have (20-50)% increased chance to contain Vruun, Marshal of Xesht
Unstable Breaches in Map spawn (1-2) additional Rare Monsters when Stabilised
Wombgifts have (10-30)% chance to drop one Level higher 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

Tablet Guide

#
IconNode#Effect (Max Total if all picked)
Breeding ProgramBreeding ProgramKeystone (Choice)1Choice (pick 1): 100 % increased chance to find selected WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift


Option 1: Lavish WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift


Option 2: Ornate WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift


Option 3: Banded WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift


Option 4: Signet WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift

Moment of RiskMoment of RiskNotable1WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift

have 5 % chance to drop one Level higher per Explicit Modifier on the Map
Unstable Breaches spawn 2 additional Rare MonstersAdditional Rare Monsters

Additional Rare Monsters can spawn in RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monster PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.

Additional Rare Monsters in EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
Packs also carry Essences.
when Stabilised
Reality WoundReality WoundNotable1Unstable Breaches take 10 additional seconds to collapse after timer is filled
Sole PurposeSole PurposeKeystone (Choice)1Requires defeating the BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Pinnacle BossPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.

Choice (pick 1): Specialise in skills created by Ailith within BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Hives
Option 1: 100 % increased damage of skills created
Option 2: 50 % increased number of skills created
Provoke the SwarmProvoke the SwarmNotable1Ailith gains skills which can summon additional BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Monsters
25 % increased number of skills created by Ailith within BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Hives
Diverse ControlDiverse ControlNotable1The Genesis Tree has 2 extra passive points for each Womb
Flesh FlowerFlesh FlowerNotable1Killing Vruun will allow you to return his Head to The Genesis Tree
to unlock the Grasping Orchid
Study the ChainsStudy the ChainsNotable1Vruun, Marshal of Xesht has 50 % increased chance to drop Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support GemsSupport Gems

Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.

You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.
Cannot use multiple Support Gems of the same Category in one Skill.
which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
Frantic InvasionFrantic InvasionNotable1Unstable Breaches have 100 % increased chance to contain Vruun, Marshal of Xesht
Swelling HivesSwelling HivesNotable1BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Hives have an additional wave of Hiveborn Monsters
Shape the ChainsShape the ChainsKeystone (Choice)1Choice (pick 1): Select BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Monster Bonus
Option 1: 30 % increased Effectiveness of Rare BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Monsters
Option 2: Breaches have 20 % reduced PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
20 % increased Effectiveness of BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Monsters
Option 3: Breaches have 15 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Tear Open the RiftTear Open the RiftKeystone (Choice)1Requires defeating the BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Pinnacle BossPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.

Choice (pick 1): Revealing BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Strongholds will add Modifiers to revealed Maps
Option 1: Consume an additional Breachstone to add Modifiers to all revealed Maps
Option 2: Add a Modifier to one revealed Map
Exquisite DesignExquisite DesignNotable1The Genesis Tree has 5 extra passive points for the Amulet Womb
Essence TransferenceEssence TransferenceNotable1EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
near Breaches or in areas with Hives have 20 % chance to gain an EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the BreachBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
Growing WealthGrowing WealthNotable1The Genesis Tree has 5 extra passive points for the Currency Womb
Reactive HiveseedingReactive HiveseedingNotable1Completing Breaches has a 10 % chance to add a Hive to a nearby map
Hiveblood QuantityHiveblood QuantityPassive85 % (max: 40%) increased Quantity of HivebloodHiveblood

Hiveblood is used to birth Wombgifts from The Genesis Tree in Monastery of the Keepers.

The maximum amount of Hiveblood you can have is 100,000.
found
Wombgift QuantityWombgift QuantityPassive85 % (max: 40%) increased Quantity of WombgiftsWombgifts

Wombgifts are found within BreachesBreach

Breaches allow invaders from another world to access ours.

Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
Kill these monsters in the centre will complete the Unstable Breach, closing the tear.

A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
If Ailith dies during this, the Hive will remain.
and are grown on The Genesis Tree.

The 4 types of Wombgifts are:
* Lavish Wombgift


* Ornate Wombgift


* Banded Wombgift


* Signet Wombgift

found
Open Atlas Tree

Overview

Breach Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

Atlas Nodes

#
Ritual

Pinnacle Boss

The Bodach: entry key and five unique rewards.

Ritual 0.5 Mechanic Loop

This table summarizes official 0.5.0 Ritual changes and the local POE2 quest route.

Ritual 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Caer Tarth hubCaer Tarth sits west of the Atlas start. Nearby maps contain Ritual encounters and award Ritual Atlas Tree points.0.5.0 notes
Ritual reward screenEndgame Ritual rewards are now uniques or omens, and unspent Tribute can be sacrificed toward An Audience with the King.0.5.0 notes
Head of the KingKilling the King in the Mists now drops The Head of the King, which starts the Rite of the Nameless from Caer Tarth.Legacy of the Maji
Rite of the NamelessThe Rite asks the player to choose five maps for one continuous ritual. Monsters from each ritual, including map bosses, reappear through the sequence, with unique bosses appearing in the final ritual of each map.0.5.0 notes
Rite modifiersEach map after the first can add extra modifiers that affect Ritual difficulty and rewards during the sequence.0.5.0 notes
Pinnacle key fragmentsEach map in the Rite awards one element of the key used to access the Ritual pinnacle boss.0.5.0 notes
Queen in the MistsA new Queen in the Mists boss becomes available after allocating a specific Atlas Tree node and can drop three new corrupted Idols.Mysterious Rites

Overview

#

Ritual

In-game hint

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.

An Audience With The King

In-game hint

An Audience with the King is an item that is an exclusive drop from the RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
mechanic. This item allows you to access the Crux of Nothingness via the RealmgateThe Realmgate

The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
.

Rite of the Nameless

In-game hint

The Rite of the Nameless is a group of maps which each contain Ritual AltarsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
and a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
.

Completing all Ritual Altars will drop an Effigy PieceEffigy

Effigy Pieces can be placed on an incomplete Effigy in Caer Tarth to complete the Rite of the Nameless.
.

Effigy

In-game hint

Effigy Pieces can be placed on an incomplete Effigy in Caer Tarth to complete the Rite of the NamelessRite of the Nameless

The Rite of the Nameless is a group of maps which each contain Ritual Altars and a Map Boss.

Completing all Ritual Altars will drop an Effigy Piece.
.

Free Rerolls

In-game hint

RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Free Rerolls allow rerolling Favours an additional time at no Cost.

Mechanics

#

POE2DB Quest

Legacy of the Maji

Rite of the Nameless questline

Act
Act 10
Objective
Speak to Aoife
Steps
8 progression stages
  1. First RitualsMeet Aoife, finish every Ritual in a Map, then speak with her and visit Caer Tarth.
  2. AudienceContinue Rituals and offer Tribute to obtain an Audience with the King. Collect it and speak with Aoife in Caer Tarth.
  3. King in the MistsUse the Audience on the Atlas to reveal the Crux of Nothingness. Explore it and defeat the King in the Mists.
  4. Head and BodyReturn to Aoife in Caer Tarth. Collect the Head of the King and Aoife's body, then return and speak with her.
  5. Incomplete EffigyAttach the Head to the Incomplete Effigy. Use the Effigy to choose five Maps and complete their Rite of the Nameless Rituals.
  6. Five FragmentsRecover the Tangled Torso, Mossy Arm, Frayed Cloth, Brittle Arm, and Ragged Cloth. Bring each piece to the Effigy in Caer Tarth; speak with Aoife between objectives.
  7. Rite of the NamelessActivate the completed Effigy in Caer Tarth and perform the Rite of the Nameless.
  8. BodachExplore the darkness and defeat the Bodach. Return to Caer Tarth and speak with Aoife to finish.
RewardsTangled TorsoMossy ArmFrayed ClothBrittle ArmRagged ClothHead of the KingAn Audience with the King

Atlas passive point progress

ProgressAtlas passive pointsSource
Caer Tarth hubCaer Tarth sits west of the Atlas start. Nearby maps contain Ritual encounters and award Ritual Atlas Tree points.

Observed Ritual quest progression

Overview

Progress

#

Omens

ItemEffect / DetailsPriceLinks
Omen of Chance

While this item is active in your inventory your next

Orb of Chance will not destroy the Item

13.50Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Sinistral Annulment

While this item is active in your inventory your next

Orb of Annulment will remove only prefix modifiers

10.17Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Sinistral Erasure

While this item is active in your inventory your next

Chaos Orb will remove only prefix modifiers

8.46Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Dextral Annulment

While this item is active in your inventory your next

Orb of Annulment will remove only suffix modifiers

6.55Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Whittling

While this item is active in your inventory your next Chaos Orb will remove the lowest level modifier

6.07Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Light

While this item is active in your inventory your next

Orb of Annulment will remove only DesecratedDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
modifiers

5.91Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Dextral Erasure

While this item is active in your inventory your next

Chaos Orb will remove only suffix modifiers

2.79Divine Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Sanctification

While this item is active in your inventory your next

Divine Orb used on a RareItem Rarity

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.
item will SanctifySanctified Items

Sanctifying an item will multiply the values of an items modifiers by a random value ranging from 78% to 122% for each modifier. The resulting item will now be Sanctified.
Most methods of item crafting and modification cannot be used on Sanctified items.
it

353Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Chaotic Quantity

While this item is active in your inventory your next

Chaos Orb will replace all Modifiers on a WaystoneWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.

with Modifiers that do not grant Pack Size

348Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Chaotic Rarity

While this item is active in your inventory your next

Chaos Orb will replace all Modifiers on a WaystoneWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.

with Modifiers that do not grant Item Rarity

297Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of the Hunt

While this item is active in your inventory the next PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster you kill will ReleaseReleased Azmeri Spirits

Azmeri Spirits can be released from various Possessed monsters.

Released Spirits have a chance to manifest into the world with a portion of the empowerment the monster was possessed with.

Released Spirits have 1% chance to manifest per 2% empowerment. This empowerment is shared with each Spirit released, and the Released Spirit has half of this empowerment once released.
and manifest all Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.

179Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Dextral Crystallisation

While this item is active in your inventory your next

Perfect or Corrupted Essence will remove only Suffix modifiers

166Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Secret Compartments

While this item is active in your inventory the next

StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
you click on will be reopenable

155Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Sinistral Crystallisation

While this item is active in your inventory your next

Perfect or Corrupted Essence will remove only Prefix modifiers

129Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of the Blessed

While this item is active in your inventory your next Divine Orb will only reroll Implicit Modifiers

96.73Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Reinforcements

While this item is active in your inventory the next

Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
you encounter will summon an ally

81.9Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Answered Prayers

While this item is active in your inventory the next

ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
you click on will grant an additional Effect

80.73Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Chaotic Effectiveness

While this item is active in your inventory your next Chaos Orb will replace all Modifiers on a WaystoneWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
with Modifiers that do not grant Monster Effectiveness

74.16Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Abyssal Echoes

While this item is active in your inventory the next time you

reveal DesecratedDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
modifiers you can reroll the options once

39.31Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Amelioration

While this item is active in your inventory will

prevent 75% of Experience loss when you die

38.88Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Sinistral Exaltation

While this item is active in your inventory your next

Exalted Orb will add only prefix modifiers

33.41Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Chaotic Monsters

While this item is active in your inventory your next

Chaos Orb will replace all Modifiers on a WaystoneWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.

with Modifiers that do not grant Monster Rarity

33Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Bartering

While this item is active in your inventory your next

sold item's Gold value will be incorrectly assessed by the Vendor

20.71Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Catalysing Exaltation

While this item is active in your inventory your next

Exalted Orb will consume all CatalystCatalysts

Catalysts are Currency items that are exclusive drops from the Breach mechanic. Catalysts add Quality that affect certain modifiers on items. There are two categories of Catalyst, one that affects Jewellery and one that affects Jewels.
QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
to increase

the chance of the corresponding type of Modifier

16.17Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Dextral Exaltation

While this item is active in your inventory your next

Exalted Orb will add only suffix modifiers

9.37Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Greater Exaltation

While this item is active in your inventory your next

Exalted Orb will add two random modifiers

7.92Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of the Ancients

While this item is active in your inventory your next

Orb of Chance will upgrade the Item to a random

UniqueItem Rarity

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.
of the same Item Class

5.95Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of the Blackblooded

While this item is active in your inventory your next

Weapon or Jewellery DesecrationDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
attempt will guarantee a random Kurgal modifier

5.03Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Resurgence

While this item is active in your inventory

fully recover your Life, Mana 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.
when you reach Low LifeLow Life

A player or monster is on Low Life if it has 35% of its Maximum Life or less.

3.11Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Putrefaction

While this item is active in your inventory your next

DesecrationDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
attempt will replace all modifiers on the item

creating an item with up to 6 Unrevealed modifiers and CorruptingCorrupted Items

Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
the item

2.84Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Dextral Necromancy

While this item is active in your inventory your next

DesecrationDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
attempt will add only suffix modifiers

2.79Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Refreshment

While this item is active in your inventory will

fully recover your flask and charm charges when you reach Low LifeLow Life

A player or monster is on Low Life if it has 35% of its Maximum Life or less.

1.26Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Sinistral Necromancy

While this item is active in your inventory your next

DesecrationDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
attempt will add only prefix modifiers

.81Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of Gambling

While this item is active in your inventory your next

Gamble purchase will have a 50% chance of costing no Gold

and not consuming this OmenOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.

.58Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of the Liege

While this item is active in your inventory your next Weapon or Jewellery DesecrationDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
attempt will guarantee a random Amanamu modifier

.09Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of the Sovereign

While this item is active in your inventory your next Weapon or Jewellery DesecrationDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
attempt will guarantee a random Ulaman modifier

.08Exalted Orb; price snapshot 2026-10-12T20:00:00.000Z
Omen of CorruptionTBD
Omen of Dextral AlchemyTBD
Omen of Dextral CoronationTBD
Omen of Greater AnnulmentTBD
Omen of Homogenising CoronationTBD
Omen of Homogenising ExaltationTBD
Omen of RecombinationTBD
Omen of Sinistral AlchemyTBD
Omen of Sinistral CoronationTBD

Price snapshot: 12 Oct 2026, 20:00 UTC. Some entries have no published timestamp.

The King in the Mists Unique rewards

The Burden of Shadows Lv. 78+
The Burden of Shadows

Base: Chiming Staff

Req: 46 Int

Sigil of Power

SpellAoEDur.Staged

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

  • Minimum 1 second between gaining Stages
  • Sigil radius is 3 m
  • Gains a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (14 - 14) % more Spell damage per StageBuff grants 14 % more Spell damage per Stage
  • Sigil radius is (0 - 0.8) mSigil radius is 0.8 m
Implicit
  • Grants Skill: Sigil of PowerGrants Skill: Sigil of Power
Explicit
  • (20-30) % inc. Cast Speed(20-30) % increased Cast Speed
  • Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
  • Skills gain 1 % of Dmg as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per 3 Life Cost
    Skills gain 1 % of Damage as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per 3 Life Cost
Pragmatism Lv. 52+
Pragmatism

Base: Explorer Armour

Req: 31 Str | 31 Dex

Lvl ARERWard Recipe
52 568503- —
55 75818056 Verisium×2500Uhtred's Crest of the Chalice×1
Explicit
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(10-20) % to all Ele.Res+(10-20) % 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.
  • -17 % to Chaos ResChaos 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 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.
    -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 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.
  • CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    use no Charges
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    use no Charges
Beetlebite Lv. 52+
Beetlebite

Base: Velour Shoes

Req: 38 Dex | 38 Int

Lvl ERESWard Recipe
52 20163- —
65 1732663 Verisium×520Medved's Crest of the Circle×1
Explicit
  • (20-30) % inc. Move.Spd(20-30) % increased Movement Speed
  • (60-120) % inc. 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 .
    and ES
    (60-120) % increased 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 .
    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 BleedingBleeding and Poison bypasses Energy Shield to remove Life directly.
  • AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

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

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

    Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy Shield
    Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated .
    Physical damage from Hits Contributes to Bleeding Magnitude .
    Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
    The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
    Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break ) do not affect Bleeding damage.
    on Enemies when they Enter 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.
  • 100 % inc. 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
    100 % 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.
    damage
Ingenuity Lv. 55+
Ingenuity

Base: Utility Belt

Implicit
  • Has (1-3) CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
  • 20 % of FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
    20 % of FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
Explicit
  • (-20-20) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges gained
    (-20-20) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges gained
  • (-10-10) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges used
    (-10-10) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges used
  • (20-30) % inc. bonuses gained from left Equipped Ring(20-30) % increased bonuses gained from left Equipped Ring
  • (20-30) % inc. bonuses gained from right Equipped Ring(20-30) % increased bonuses gained from right Equipped Ring
From Nothing Lv. 20+
From Nothing

Base: Diamond

Limited to Radius
1Small
Explicit
  • Passives in Radius of Passive Skill can be Allocated | without being connected to your treePassives in Radius of Passive Skill can be Allocated | without being connected to your tree

Overview

Ritual Rewards

  • Ritual Favours are a source of Omens. Omens alter a specific action while active in your inventory; the cards below describe the trigger and effect for each one.
  • Check the offered Favours before spending Tribute. The King in the Mists has its own Unique reward pool, listed separately below; these Uniques are boss drops rather than guaranteed Ritual Favours.

Rewards

#

The King in the Mists

Ritual progression boss

Location

The Crux of Nothingness

Access

Use An Audience with the King on the Atlas to reveal the Crux of Nothingness. Defeat the King in the Mists and bring the Head of the King to the effigy in Caer Tarth to begin the Rite of the Nameless.

Access itemPriceLinks
An Audience with the King—
Ritual Tribute—

Rewards

RewardPriceLinks
The Burden of ShadowsChiming Staff
The Burden of Shadows Lv. 78+
The Burden of Shadows

Base: Chiming Staff

Req: 46 Int

Sigil of Power

SpellAoEDur.Staged

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

  • Minimum 1 second between gaining Stages
  • Sigil radius is 3 m
  • Gains a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (14 - 14) % more Spell damage per StageBuff grants 14 % more Spell damage per Stage
  • Sigil radius is (0 - 0.8) mSigil radius is 0.8 m
Implicit
  • Grants Skill: Sigil of PowerGrants Skill: Sigil of Power
Explicit
  • (20-30) % inc. Cast Speed(20-30) % increased Cast Speed
  • Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
  • Skills gain 1 % of Dmg as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per 3 Life Cost
    Skills gain 1 % of Damage as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per 3 Life Cost

"Nothingness is loathe to relinquish its grip. Every moment is a struggle to exist."

—
PragmatismExplorer Armour
Pragmatism Lv. 52+
Pragmatism

Base: Explorer Armour

Req: 31 Str | 31 Dex

Lvl ARERWard Recipe
52 568503- —
55 75818056 Verisium×2500Uhtred's Crest of the Chalice×1
Explicit
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(10-20) % to all Ele.Res+(10-20) % 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.
  • -17 % to Chaos ResChaos 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 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.
    -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 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.
  • CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    use no Charges
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    use no Charges

"In an endless war against darkness, one must be ever vigilant."

—
BeetlebiteVelour Shoes
Beetlebite Lv. 52+
Beetlebite

Base: Velour Shoes

Req: 38 Dex | 38 Int

Lvl ERESWard Recipe
52 20163- —
65 1732663 Verisium×520Medved's Crest of the Circle×1
Explicit
  • (20-30) % inc. Move.Spd(20-30) % increased Movement Speed
  • (60-120) % inc. 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 .
    and ES
    (60-120) % increased 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 .
    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 BleedingBleeding and Poison bypasses Energy Shield to remove Life directly.
  • AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

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

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

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

"They crawl and chitter and swarm in the shadow of his presence."

—
IngenuityUtility Belt
Ingenuity Lv. 55+
Ingenuity

Base: Utility Belt

Implicit
  • Has (1-3) CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
  • 20 % of FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
    20 % of FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
Explicit
  • (-20-20) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges gained
    (-20-20) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges gained
  • (-10-10) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges used
    (-10-10) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges used
  • (20-30) % inc. bonuses gained from left Equipped Ring(20-30) % increased bonuses gained from left Equipped Ring
  • (20-30) % inc. bonuses gained from right Equipped Ring(20-30) % increased bonuses gained from right Equipped Ring

"Experiments with geomancy taught the Maji more than they ever expected."

—
From NothingDiamond
From Nothing Lv. 20+
From Nothing

Base: Diamond

Limited to Radius
1Small
Explicit
  • Passives in Radius of Passive Skill can be Allocated | without being connected to your treePassives in Radius of Passive Skill can be Allocated | without being connected to your tree

"They clawed their way up from the agonising depths of nonexistence, breathing deep with joy the exquisite light of meaning."

—
Ritualistic Reliquary KeyReliquary KeyRitualistic Reliquary KeyReliquary Key—
The Burden of Shadows Lv. 78+
The Burden of Shadows

Base: Chiming Staff

Req: 46 Int

Sigil of Power

SpellAoEDur.Staged

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

  • Minimum 1 second between gaining Stages
  • Sigil radius is 3 m
  • Gains a Stage when you Spend a total of 50 % of your Maximum Mana while in Area
  • Maximum 4 Stages
  • Buff grants (14 - 14) % more Spell damage per StageBuff grants 14 % more Spell damage per Stage
  • Sigil radius is (0 - 0.8) mSigil radius is 0.8 m
Implicit
  • Grants Skill: Sigil of PowerGrants Skill: Sigil of Power
Explicit
  • (20-30) % inc. Cast Speed(20-30) % increased Cast Speed
  • Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
    Skill Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your Evasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to Evasion would have no effect.
    to Life Costs
  • Skills gain 1 % of Dmg as Chaos.DmgChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per 3 Life Cost
    Skills gain 1 % of Damage as Chaos DamageChaos Damage

    Chaos damage is one of the five Damage Types . It is reduced by Chaos Resistance .
    Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
    per 3 Life Cost

"Nothingness is loathe to relinquish its grip. Every moment is a struggle to exist."

Pragmatism Lv. 52+
Pragmatism

Base: Explorer Armour

Req: 31 Str | 31 Dex

Lvl ARERWard Recipe
52 568503- —
55 75818056 Verisium×2500Uhtred's Crest of the Chalice×1
Explicit
  • (200-300) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
    (200-300) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and 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 .
  • +(10-20) % to all Ele.Res+(10-20) % 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.
  • -17 % to Chaos ResChaos 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 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.
    -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 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.
  • CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    use no Charges
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    use no Charges

"In an endless war against darkness, one must be ever vigilant."

Beetlebite Lv. 52+
Beetlebite

Base: Velour Shoes

Req: 38 Dex | 38 Int

Lvl ERESWard Recipe
52 20163- —
65 1732663 Verisium×520Medved's Crest of the Circle×1
Explicit
  • (20-30) % inc. Move.Spd(20-30) % increased Movement Speed
  • (60-120) % inc. 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 .
    and ES
    (60-120) % increased 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 .
    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 BleedingBleeding and Poison bypasses Energy Shield to remove Life directly.
  • AggravateAggravate

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

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

    BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage.
    Once a BleedingBleeding Debuff has been Aggravated, it will remain Aggravated until its duration expires.
    Each BleedingBleeding Debuff can be Aggravated, or not, independently — one BleedingBleeding Debuff being Aggravated does not mean other BleedingBleeding Debuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleeding Debuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleeding Debuffs currently on that target unless otherwise specified.
    BleedingBleeding

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

"They crawl and chitter and swarm in the shadow of his presence."

Ingenuity Lv. 55+
Ingenuity

Base: Utility Belt

Implicit
  • Has (1-3) CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
  • 20 % of FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
    20 % of FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Recovery applied Instantly
Explicit
  • (-20-20) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges gained
    (-20-20) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges gained
  • (-10-10) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges used
    (-10-10) % reduced CharmCharm

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Charges used
  • (20-30) % inc. bonuses gained from left Equipped Ring(20-30) % increased bonuses gained from left Equipped Ring
  • (20-30) % inc. bonuses gained from right Equipped Ring(20-30) % increased bonuses gained from right Equipped Ring

"Experiments with geomancy taught the Maji more than they ever expected."

From Nothing Lv. 20+
From Nothing

Base: Diamond

Limited to Radius
1Small
Explicit
  • Passives in Radius of Passive Skill can be Allocated | without being connected to your treePassives in Radius of Passive Skill can be Allocated | without being connected to your tree

"They clawed their way up from the agonising depths of nonexistence, breathing deep with joy the exquisite light of meaning."

Boss Cards

#

The Bodach

Ritual pinnacle boss

Location

Caer Tarth

Access

Complete the Legacy of the Maji progression and the Rite of the Nameless to reach the quest encounter. For repeat entry, attach five Call of the Shadows to the effigy in Caer Tarth.

Attach five of this item to the effigy in Caer Tarth to be able to perform the Rite of the Nameless.

Access itemPriceLinks
Call of the ShadowsFive required for repeat entry; these tradeable fragments are separate from the quest effigy pieces.—

Rewards

RewardPriceLinks
Forgotten WardenPrimal Markings
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 VesselGrants Skill: Level 16 Spirit Vessel
Explicit
  • +(70-100) to Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    per 50 missing ES
    +(70-100) to Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    per 50 missing 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.
  • (200-300) % inc. 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 .
    and ES
    (200-300) % increased 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 .
    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.
  • +(20-30) to Dex+(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants EvasionEvasion 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.
  • CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    have (30-50) % inc. max Life
    CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    have (30-50) % increased maximum Life
  • (10-15) % of Dmg from DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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 taken from Dmgable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
    (10-15) % of Damage from DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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 taken from Damageable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
  • enable ancient order task [1]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."

—
Liminal CoilTwisted Wand
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 BoltsGrants Skill: Coiling Bolts
Explicit
  • (71-113) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (71-113) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (7-13) % inc. Cast Speed(7-13) % increased Cast Speed
  • MagnitudesMagnitudes

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
    Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are zero
    MagnitudesMagnitudes

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
    Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are zero
  • CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict ignore CurseCurses
    Fallback hint: no keyword description was found for this term.
    limit
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict ignore CurseCurses
    Fallback hint: no keyword description was found for this term.
    limit
  • SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Dmg as Extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Damage as Extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target
  • SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Dmg as Extra Phys.Dmg per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target

"In that moment, Viridi's bones became branches, weaving over the Darkness. She coiled around the nothing, trapping it within her everything."

—
PeripheryHeartwood Shortbow
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 SwarmsGrants Skill: Level 16 Azmerian Swarms
Explicit
  • Adds (48-59) to (75-97) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    .Dmg
    Adds (48-59) to (75-97) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage
  • Adds (35-53) to (65-80) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    .Dmg
    Adds (35-53) to (65-80) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    Damage
  • Adds (1-8) to (123-152) Light.DmgAdds (1-8) to (123-152) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    Damage
  • (8-14) % inc. Atk Speed(8-14) % increased AttackAttack

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

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    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.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the FireFire damage of a HitHits mattering when inflicting IgniteIgnite .
    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 MagnitudeMagnitudes (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

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

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
    The chance for a HitHits to Ignite a target is determined by the total MagnitudeMagnitudes of FlammabilityFlammability on the target, including the amount added by that HitHits .
    FireFire damage from HitsHits ContributesContributes to the MagnitudeMagnitudes of Ignite, so HitsHits dealing more FireFire damage inflict stronger Ignites.
    The base MagnitudeMagnitudes of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHits that inflicted it. This is calculated using the final damage dealt by the HitHits , but not any modifiers on the target that affect how much damage they will take from the HitHits . This MagnitudeMagnitudes 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 ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHits (such as Penetration ) do not affect Ignite damage.
    , 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 MagnitudeMagnitudes 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 HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits can fail to Chill.
    MagnitudesMagnitudes

    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.
    , FreezeFreeze

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

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from HitsHits ContributesContributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance
    Elemental DamageElemental Damage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    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.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the FireFire damage of a HitHits mattering when inflicting IgniteIgnite .
    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 MagnitudeMagnitudes (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

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

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
    The chance for a HitHits to Ignite a target is determined by the total MagnitudeMagnitudes of FlammabilityFlammability on the target, including the amount added by that HitHits .
    FireFire damage from HitsHits ContributesContributes to the MagnitudeMagnitudes of Ignite, so HitsHits dealing more FireFire damage inflict stronger Ignites.
    The base MagnitudeMagnitudes of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHits that inflicted it. This is calculated using the final damage dealt by the HitHits , but not any modifiers on the target that affect how much damage they will take from the HitHits . This MagnitudeMagnitudes 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 ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHits (such as Penetration ) do not affect Ignite damage.
    , 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 MagnitudeMagnitudes 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 HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits can fail to Chill.
    MagnitudesMagnitudes

    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.
    , FreezeFreeze

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

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from HitsHits ContributesContributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    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."

—
Sylvan's EffigyStoic Sceptre
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: DisciplineGrants Skill: Discipline
  • Grants Skill: Level 14 Azmerian WolfGrants Skill: Level 14 Azmerian Wolf
Explicit
  • (50-75) % inc. SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    (50-75) % increased SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
  • 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.
    Regenerate (50-100) Life per second
    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.
    Regenerate (50-100) Life per second
  • +(6-12) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    +(6-12) to all AttributesAttributes

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

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    deal (50-100) % inc. damage to your MarkedMarked

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
    targets
    CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    deal (50-100) % increased damage to your MarkedMarked

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
    targets
  • You can have any number of CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
    You can have any number of CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
  • discipline art variation [1]discipline art variation [1]

"Darkness howls through ancient bones, a wistful cry on hollow winds. The moon listens. The pack gathers."

—
Vestige of DarknessTenebrous Crown
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. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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.
  • +(20-30) to Str and Int+(20-30) 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.
  • PhysicalPhysical

    10% increased Physical Damage
    damage 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.
    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 MagnitudeMagnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill 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%.
    Cold damage from HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits 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.
    and Freeze BuildupFreeze Buildup

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
    PhysicalPhysical

    10% increased Physical Damage
    damage 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.
    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 MagnitudeMagnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill 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%.
    Cold damage from HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits 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.
    and Freeze BuildupFreeze Buildup

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
  • Enemies in your PresencePresence

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

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies in your PresencePresence

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

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
  • The Bodach haunts 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.
    The Bodach haunts 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.
  • the wendigo manifestation delay randomisation ms [500]the wendigo manifestation delay randomisation ms [500]
  • the wendigo manifests +% faster per enemy power in your presence [5]the wendigo manifests +% faster per enemy power in your presence [5]

""Your covetous hands bring the Unlight ever closer to consuming your realm.""

—

These five uniques are listed as dropped by The Bodach. This does not imply a guaranteed drop or a drop rate.

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 VesselGrants Skill: Level 16 Spirit Vessel
Explicit
  • +(70-100) to Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    per 50 missing ES
    +(70-100) to Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    per 50 missing 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.
  • (200-300) % inc. 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 .
    and ES
    (200-300) % increased 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 .
    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.
  • +(20-30) to Dex+(20-30) to DexterityDexterity

    Dexterity is an Attribute required to use most equipment that grants EvasionEvasion 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.
  • CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    have (30-50) % inc. max Life
    CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    have (30-50) % increased maximum Life
  • (10-15) % of Dmg from DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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 taken from Dmgable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
    (10-15) % of Damage from DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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 taken from Damageable CompanionCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    's Life before you
  • enable ancient order task [1]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."

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 BoltsGrants Skill: Coiling Bolts
Explicit
  • (71-113) % inc. SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Dmg
    (71-113) % increased SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Damage
  • (7-13) % inc. Cast Speed(7-13) % increased Cast Speed
  • MagnitudesMagnitudes

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
    Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are zero
    MagnitudesMagnitudes

    The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
    Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
    of CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict are zero
  • CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict ignore CurseCurses
    Fallback hint: no keyword description was found for this term.
    limit
    CursesCurses
    Fallback hint: no keyword description was found for this term.
    you inflict ignore CurseCurses
    Fallback hint: no keyword description was found for this term.
    limit
  • SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Dmg as Extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    .Dmg per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Damage as Extra ChaosChaos
    Fallback hint: no keyword description was found for this term.
    Damage per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target
  • SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Dmg as Extra Phys.Dmg per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Hits GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (23-31) % of Damage as Extra PhysicalPhysical

    10% increased Physical Damage
    Damage per CurseCurses
    Fallback hint: no keyword description was found for this term.
    on target

"In that moment, Viridi's bones became branches, weaving over the Darkness. She coiled around the nothing, trapping it within her everything."

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 SwarmsGrants Skill: Level 16 Azmerian Swarms
Explicit
  • Adds (48-59) to (75-97) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    .Dmg
    Adds (48-59) to (75-97) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire HitsHits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnite .
    Damage
  • Adds (35-53) to (65-80) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    .Dmg
    Adds (35-53) to (65-80) ColdCold

    Cold damage is one of the five Damage Types . It is reduced by Cold Resistance . Cold hits apply ChillChill and build up FreezeFreeze , but cannot build up Heavy Stun .
    Damage
  • Adds (1-8) to (123-152) Light.DmgAdds (1-8) to (123-152) LightningLightning

    Lightning damage is one of the five Damage Types . It is reduced by Lightning Resistance . Lightning hits have a chance to ShockShock based on how much Lightning damage is dealt.
    Damage
  • (8-14) % inc. Atk Speed(8-14) % increased AttackAttack

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

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    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.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the FireFire damage of a HitHits mattering when inflicting IgniteIgnite .
    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 MagnitudeMagnitudes (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

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

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
    The chance for a HitHits to Ignite a target is determined by the total MagnitudeMagnitudes of FlammabilityFlammability on the target, including the amount added by that HitHits .
    FireFire damage from HitsHits ContributesContributes to the MagnitudeMagnitudes of Ignite, so HitsHits dealing more FireFire damage inflict stronger Ignites.
    The base MagnitudeMagnitudes of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHits that inflicted it. This is calculated using the final damage dealt by the HitHits , but not any modifiers on the target that affect how much damage they will take from the HitHits . This MagnitudeMagnitudes 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 ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHits (such as Penetration ) do not affect Ignite damage.
    , 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 MagnitudeMagnitudes 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 HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits can fail to Chill.
    MagnitudesMagnitudes

    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.
    , FreezeFreeze

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

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from HitsHits ContributesContributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    Chance
    Elemental DamageElemental Damage

    The three Elemental damage types are FireFire , ColdCold , and LightningLightning .
    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.
    ContributesContributes

    By default, specific Ailments are calculated based on only specific damage types , such as only the FireFire damage of a HitHits mattering when inflicting IgniteIgnite .
    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 MagnitudeMagnitudes (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to FlammabilityFlammability

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

    Ignite is an Ailment that deals FireFire damage over time, and lasts for 4 seconds by default.
    The chance for a HitHits to Ignite a target is determined by the total MagnitudeMagnitudes of FlammabilityFlammability on the target, including the amount added by that HitHits .
    FireFire damage from HitsHits ContributesContributes to the MagnitudeMagnitudes of Ignite, so HitsHits dealing more FireFire damage inflict stronger Ignites.
    The base MagnitudeMagnitudes of Ignite is FireFire damage per second equal to 20% of the FireFire damage dealt by the HitHits that inflicted it. This is calculated using the final damage dealt by the HitHits , but not any modifiers on the target that affect how much damage they will take from the HitHits . This MagnitudeMagnitudes 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 ShockShock ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHits (such as Penetration ) do not affect Ignite damage.
    , 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 MagnitudeMagnitudes 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 HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits can fail to Chill.
    MagnitudesMagnitudes

    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.
    , FreezeFreeze

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

    Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
    LightningLightning damage from HitsHits ContributesContributes to chance to Shock enemies. The higher the LightningLightning damage dealt, the higher the chance. By default a HitHits has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
    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."

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: DisciplineGrants Skill: Discipline
  • Grants Skill: Level 14 Azmerian WolfGrants Skill: Level 14 Azmerian Wolf
Explicit
  • (50-75) % inc. SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
    (50-75) % increased SpiritSpirit

    Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.
    Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets .
  • 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.
    Regenerate (50-100) Life per second
    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.
    Regenerate (50-100) Life per second
  • +(6-12) to all AttributesAttributes

    Strength , Dexterity , and Intelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use Equipment and Gems.
    Each Attribute provides a different inherent bonus.
    +(6-12) to all AttributesAttributes

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

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    deal (50-100) % inc. damage to your MarkedMarked

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
    targets
    CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    deal (50-100) % increased damage to your MarkedMarked

    Marks are a family of Debuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once.
    Marks can be Activated when specific conditions occur, which will case some extra effect and then Consume the Mark.
    targets
  • You can have any number of CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
    You can have any number of CompanionsCompanions

    Companions are a type of Reviving Minion that are more complex and powerful than typical Minions . By default you can only have one Companion of any type summoned at a time.
    of different types
  • discipline art variation [1]discipline art variation [1]

"Darkness howls through ancient bones, a wistful cry on hollow winds. The moon listens. The pack gathers."

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. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical 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.
  • +(20-30) to Str and Int+(20-30) 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.
  • PhysicalPhysical

    10% increased Physical Damage
    damage 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.
    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 MagnitudeMagnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill 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%.
    Cold damage from HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits 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.
    and Freeze BuildupFreeze Buildup

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
    PhysicalPhysical

    10% increased Physical Damage
    damage 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.
    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 MagnitudeMagnitude (i.e. Bleeding and Poison ), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
    to ChillChill

    Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill 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%.
    Cold damage from HitsHits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small HitsHits 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.
    and Freeze BuildupFreeze Buildup

    Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
    Cold damage from HitsHits ContributesContributes to Freeze Buildup on enemies until they become Frozen .
  • Enemies in your PresencePresence

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

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
    Enemies in your PresencePresence

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

    Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
  • The Bodach haunts 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.
    The Bodach haunts 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.
  • the wendigo manifestation delay randomisation ms [500]the wendigo manifestation delay randomisation ms [500]
  • the wendigo manifests +% faster per enemy power in your presence [5]the wendigo manifests +% faster per enemy power in your presence [5]

""Your covetous hands bring the Unlight ever closer to consuming your realm.""

Overview

Pinnacle Boss

#

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 20
Effect
Deferring Favours at Ritual Altars in Map costs (20-30)% reduced Tribute
Favours Deferred at Ritual Altars in Map reappear (25-40)% sooner
Favours Rerolled at Ritual Altars in Map have (3-6)% chance to cost no Tribute
Monsters Sacrificed at Ritual Altars in Map grant (18-30)% increased Tribute
Rerolling Favours at Ritual Altars in Map costs (20-30)% reduced Tribute
Revived Monsters from Ritual Altars in Map have (25-40)% increased chance to be Rare
Revived Monsters from Ritual Altars in Map have (35-70)% increased chance to be Magic
Ritual Altars in Map allow rerolling Favours (1-3) additional times
Ritual Favours in Map have (35-70)% increased chance to be Omens
(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

Tablet Guide

#
IconNode#Effect (Max Total if all picked)
Hour of the NamelessHour of the NamelessNotable1The Rite of the NamelessRite of the Nameless

The Rite of the Nameless is a group of maps which each contain Ritual AltarsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
and a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
.

Completing all Ritual Altars will drop an Effigy PieceEffigy

Effigy Pieces can be placed on an incomplete Effigy in Caer Tarth to complete the Rite of the Nameless.
.
can rarely offer specific valuable Unique Items
Mysterious RitesMysterious RitesNotable1RitualsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
have a 8% chance to be the Queen's RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Magnanimous OfferingsMagnanimous OfferingsNotable1Rerolling Favours at RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars has 20 % chance to be a Free Reroll
Umbral GatheringUmbral GatheringNotable1Rite of the NamelessRite of the Nameless

The Rite of the Nameless is a group of maps which each contain Ritual AltarsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
and a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
.

Completing all Ritual Altars will drop an Effigy PieceEffigy

Effigy Pieces can be placed on an incomplete Effigy in Caer Tarth to complete the Rite of the Nameless.
.
Map options have a 20 % chance to have an additional Modifier
Ongoing ChantsOngoing ChantsNotable1The Rite of the NamelessRite of the Nameless

The Rite of the Nameless is a group of maps which each contain Ritual AltarsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
and a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
.

Completing all Ritual Altars will drop an Effigy PieceEffigy

Effigy Pieces can be placed on an incomplete Effigy in Caer Tarth to complete the Rite of the Nameless.
.
lasts 1 additional map
Prayer and PledgePrayer and PledgeNotable110 % of Tribute spent also provides progress towards an Audience With The KingAn Audience With The King

An Audience with the King is an item that is an exclusive drop from the RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
mechanic. This item allows you to access the Crux of Nothingness via the RealmgateThe Realmgate

The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
.
Royal TitheRoyal TitheNotable115 % increased progress towards an Audience With The KingAn Audience With The King

An Audience with the King is an item that is an exclusive drop from the RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
mechanic. This item allows you to access the Crux of Nothingness via the RealmgateThe Realmgate

The Realmgate is a piece of Vaal Technology which allows the use of Atlas mechanic keys; accessing deadly areas and facing off against powerful enemies.
.
when offering Tribute
Bring Forth the UnseenBring Forth the UnseenNotable1RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars have 15 % chance to be built on Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, summoning an additional Boss when activated
Ancient EnmitiesAncient EnmitiesNotable125 % increased Tribute from Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Monsters Sacrificed at RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
prefer to materialize within RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Circles
Patient DevotionPatient DevotionNotable1Deferring Favours at RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars in your Maps costs 50 % reduced Tribute
Favours Deferred at RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars in your Maps reappear 50 % sooner
Between Two WorldsBetween Two WorldsNotable1RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars spawn a Wildwood WispWildwood Wisp

Wildwood Wisps grant 30% increased Tribute Gained to Players within 3 metres of it.
Traveller's WoeTraveller's WoeKeystone (Choice)1Choice (pick 1): 100 % increased chance to find certain RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
types
Option 1: Contaminated
map ritualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
type queen chance +% 20
Option 2: Infested
map ritualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
type queen chance +% 20
Option 3: Tainted
map ritualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
type queen chance +% 20
Option 4: Smothered
map ritualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
type queen chance +% 20
Option 5: Sapping
map ritualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
type queen chance +% 20
Reborn in ShadowReborn in ShadowNotable1Revived Monsters from RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars have 40 % increased chance to be Magic
Revived Monsters from RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars have 40 % increased chance to be Rare
Tempting OffersTempting OffersNotable1RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars allow rerolling Favours an additional time
Spreading DarknessSpreading DarknessNotable1Unique Items have 50% chance to be specific item types, depending on the type of RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
:
Contaminated: Weapons and Offhands
Infested: Body and Boots
Sapping: Gloves and Rings
Smothered: Helmets and Amulets
Tainted: Belts, CharmsCharms

Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerMonster Power

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.
. CheckpointsCheckpoints

Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, Flasks and Charms.

On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints.

You can also teleport between Checkpoints within an area, or from a Checkpoint to the Waypoint.
and WellsWells

Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
and FlasksFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

NormalRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
enemies grant Flask charges equal to half their PowerMonster Power

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.

MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
enemies grant Flask charges equal to their PowerMonster Power

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.

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
and UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
enemies grant Flask charges equal to twice their PowerMonster Power

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.


CheckpointsCheckpoints

Checkpoints are a form of saving your progress through Wraeclast and will often appear before Boss fights and at points of interest. Reaching a Checkpoint will refill your Life, Mana, Flasks and Charms.

On death, you can choose to revive either in Town or at the last Checkpoint you reached. For this purpose, Waypoints also function as Checkpoints.

You can also teleport between Checkpoints within an area, or from a Checkpoint to the Waypoint.
and WellsWells

Wells are present in every Town, and will refill your Flasks as well as restoring your Life and Mana when used.
completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Invigorated SacrificesInvigorated SacrificesKeystone (Choice)1Requires defeating the RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Pinnacle BossPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.

Choice (pick 1): Alter the difficultyDifficulty

Difficulty causes monsters to have increased damage and life, as well as improving the items they drop.

Certain Bosses with increased difficulty will gain new abilities and begin to drop exclusive items, and have a reduced number of Respawn AttemptsRevival Availability

Most endgame content allows for a limited number of deaths before you can no longer access the area. Most areas allow unlimited leaving and re-entry for other reasons except while fighting a boss.

On death during a boss fight, the Map Owner may respawn all players into a new instance of the area to attempt the boss fight again.

The number of modifiers on a Waystone will reduce the number of Revivals available allowed when opening a Map.
.

Difficulty above 4 has no additional effect.
and rewards of RitualsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.

Option 1: Revived monsters from RitualsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
have 5 % reduced penalty to Tribute granted
Option 2: Skills from RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars deal 50 % increased Damage
RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars offer 10 % increased number of Favours
Option 3: Revived monsters from RitualsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
have 20 % increased ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.

and 10 % increased Damage for each time they have been Revived
Revived monsters from RitualsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
have 50 % reduced penalty to Tribute granted
From the MistsFrom the MistsNotable1RitualsRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
contain an additional packPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of Wildwood Monsters
Increased TributeIncreased TributePassive17Monsters Sacrificed at RitualRitual

Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.

Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
The list of Favours tradable for Tribute can be rerolled, costing Tribute.
Favours can be deferred, paying a part of their cost but having them appear again later.
Altars grant 5 % (max: 85%) increased Tribute
Open Atlas Tree

Overview

Ritual Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

Atlas Nodes

#

POE2DB Quest

Abyssal Power

Well of Souls questline

Act
Act 10
Objective
Speak to the Lurking Creature
Steps
8 progression stages
  1. Well of SoulsMeet the Lurking Creature, reach the Well of Souls, and speak with it again.
  2. Northern WoundsClose the Northern Abyssal Wounds to reach the Dark Domain.
  3. VandrothSpeak with the creature inside, find Vandroth, and defeat him. Return to the Well of Souls for the next instruction.
  4. Southern WoundsClose the Southern Abyssal Wounds, speak with the Lurking Creature, then finish the Southern Wounds objective. Return to the Well of Souls and speak again. The documented Southern objective requires a Tier 6+ Waystone.
  5. Eastern WoundsClose the Eastern Abyssal Wounds, then return to the Well of Souls. The documented Eastern objective requires a Tier 11+ Waystone.
  6. TasgulEnter the Lightless Void, speak with the creature, and find and defeat Tasgul.
  7. Kulemak's InvitationCollect Kulemak's Invitation and bring it back to the Well of Souls. Speak with the creature to continue.
  8. Vessel of KulemakDefeat the Vessel of Kulemak. Return to the Well of Souls and speak with the Lurking Creature to finish.
RewardsKulemak's Invitation

Abyss 0.5 Mechanic Loop

SystemCurrent informationSource / local follow-up
Atlas Abyss cracksLarge Abyss cracks can appear on the Atlas. Completing Atlas Abysses closes them and always grants an Abyssal Depths with a boss fight.0.5.0 notes
Abyss Atlas TreeThe Abyss Atlas Tree was revamped, and local rows now cover overrun spread, pits, faction selection, Abyssal Depths chance, Abyssal Strongboxes, and Abyssal modifier rewards.Abyss Atlas Nodes
Kulemak ownershipKulemak's Invitation is now always allocated to the map owner.0.5.0 notes
Abyss OmensAbyss Omens no longer drop in areas below level 65.0.5.0 notes
Chest scalingModifiers to the number of chests found now apply to Abyss chests and also to Abyssal Depths chance, so extra chests do not reduce the chance to find a Depths.0.5.0 notes
Well of Souls routeAbyssal Power follows Northern, Southern, then Eastern Abyssal Wounds before the Kulemak encounter.Abyssal Power
IconNode#Effect (Max Total if all picked)
Endless WarEndless WarNotable150 % chance on completing Overrun Abysses for an adjacent map to be Overrun by the Abyssal
Armaments of EvilArmaments of EvilNotable1Tier 5 Rare EquipmentEquipment

Equipment are items that can be EquippedEquipped

Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
dropped by Abyssal monsters have a Desecrated Modifier
Rotting BonesRotting BonesNotable125 % increased chance to find Ancient Desecrated Currency
Strange AversionsStrange AversionsNotable1Abyssal Factions now only have different types of chests:
Ulaman may have Currency Chests
Kurgal may have Weapons Chests
Amanamu may have ArmourArmour

Armour reduces Damage taken from HitsHit Damage

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 default, Armour only applies to PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
DamageHit Damage

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.
.

Damage reduction from Armour is proportional to the amount of DamageHit Damage

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.
, and is more effective at reducing smaller hits.
Chests
Any Faction may have Basic and JewelleryJewellery

Amulets and Rings are considered Jewellery
Chests
Lord of the PitLord of the PitKeystone (Choice)1Choice (pick 1): Manipulate AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Pits throughout Areas
Option 1: AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Pits are scattered throughout Areas with Abysses
Option 2: Abyssal Monsters have 10 % increased Effectiveness for each closed Pit, up to 100%
Option 3: Abysses have a 20 % chance to contain an additional AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Dark DepthsDark DepthsNotable1Abysses have a 30 % chance to contain 2 additional Pits
Abysses have a 20 % chance to contain 3 additional Pits
Abysses have a 10 % chance to contain 4 additional Pits
From BelowFrom BelowNotable1Abysses contain an additional Pit
Blessing of the SourceBlessing of the SourceNotable1Heart of the Well JewelsJewels

Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
found have a 5 % chance to have an additional Desecrated Modifier
Ghastly RelicsGhastly RelicsNotable1Large Abyssal Chests from the final Pit are instead an Abyssal StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Vile TreasuresVile TreasuresKeystone (Choice)1Choice (pick 1): 50 % increased chance to find Abyssal Items
Option 1: Abyssal EyesAbyssal Eye

Abyssal Eyes are artifacts recovered from Abyssals which function as a type of AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
.

Option 2: OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.

Option 3: Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support GemsSupport Gems

Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.

You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.
Cannot use multiple Support Gems of the same Category in one Skill.
which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
Balance of PowerBalance of PowerKeystone (Choice)1Choice (pick 1): Select the AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Faction you encounter in non- Fissure Abysses
Option 1: Amanamu
Option 2: Kurgal
Option 3: Ulaman
Option 4: Any Faction
Shadow of UndeathShadow of UndeathNotable150 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
being influenced by Abysses
50 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
being influenced by Abysses
Dark BloodlinesDark BloodlinesNotable1AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Pits have 25 % chance to spawn all Monsters as at least Magic
AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Cracks have 25 % chance to spawn all Monsters as at least Magic
Unholy InfluenceUnholy InfluenceNotable1100 % increased chance for Abyssal monsters to have Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from AbyssesAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.

100 % increased chance for Abyssal monsters to have Lichborn Modifiers
Sprawling RuptureSprawling RuptureNotable1Abysses in your Maps spawn 25 % increased Monsters
Close to the SurfaceClose to the SurfaceNotable1Explicit Modifiers on your WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
apply to Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
in the Map area
Abyssal IreAbyssal IreNotable125% chance for Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
in Level 78+ Areas to contain a Boss
25% chance for an Ulaman pit near the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
to have the Incubator Queen
map abyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
spawn near boss chance + 20
Stir the SwarmStir the SwarmNotable15 % chance on completing Abysses in your Maps for a nearby map to be Overrun by the Abyssal
Depths ChanceDepths ChancePassive17Abysses have 10 % (max: 170%) increased chance to lead to an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
Open Atlas Tree

Abyss 0.5 Mechanic Loop

This overview separates official 0.5 Atlas changes from the local Abyssal Power quest route.

Overview

#

Abyss

In-game hint

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.

Abyssal Fissure

In-game hint

Abyssal Fissures are a group of areas which contain AbyssesAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
.

These Abysses are always of a single faction, with the final area leading to that faction's boss. Abyssal monsters become stronger and more frequent further along the Fissure.

Abyssal Depths

In-game hint

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.

Abyssal Modifiers

In-game hint

Abyssal Monsters spawned from AbyssesAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.

Desecrated Modifiers

In-game hint

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.

Abyssal Eye

In-game hint

Abyssal Eyes are artifacts recovered from Abyssals which function as a type of AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
.

Mark of the Abyssal Lord

In-game hint

DesecratingDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
an item with the Mark of the Abyssal Lord modifier always removes that modifier, replacing it with an Unrevealed Desecrated modifier of a higher tier.

Mechanics

#

POE2DB Quest

Abyssal Power

Well of Souls questline

Act
Act 10
Objective
Speak to the Lurking Creature
Steps
8 progression stages
  1. Well of SoulsMeet the Lurking Creature, reach the Well of Souls, and speak with it again.
  2. Northern WoundsClose the Northern Abyssal Wounds to reach the Dark Domain.
  3. VandrothSpeak with the creature inside, find Vandroth, and defeat him. Return to the Well of Souls for the next instruction.
  4. Southern WoundsClose the Southern Abyssal Wounds, speak with the Lurking Creature, then finish the Southern Wounds objective. Return to the Well of Souls and speak again. The documented Southern objective requires a Tier 6+ Waystone.
  5. Eastern WoundsClose the Eastern Abyssal Wounds, then return to the Well of Souls. The documented Eastern objective requires a Tier 11+ Waystone.
  6. TasgulEnter the Lightless Void, speak with the creature, and find and defeat Tasgul.
  7. Kulemak's InvitationCollect Kulemak's Invitation and bring it back to the Well of Souls. Speak with the creature to continue.
  8. Vessel of KulemakDefeat the Vessel of Kulemak. Return to the Well of Souls and speak with the Lurking Creature to finish.
RewardsKulemak's Invitation

Observed Abyss quest progression

Overview

Progress

#

Tasgul, Swallower of Light

Abyss key boss

Location

Atlas Abyss boss route

Access

Can appear from Abyss boss routes in maps. Defeating Tasgul is a sourced Kulemak's Invitation route.

Access itemPriceLinks
Abyss Tablet—

Rewards

RewardPriceLinks
Kulemak's InvitationConfirmed key route from this Abyss boss.—

Use Abyss map routing or Waystone/Abyss modifiers that force an Abyssal Boss when available.

Vandroth, Blackblooded Enslaver

Abyss key boss

Location

Atlas Abyss boss route

Access

Can appear from Abyss boss routes in maps. Defeating Vandroth is a sourced Kulemak's Invitation route.

Access itemPriceLinks
Abyss Tablet—

Rewards

RewardPriceLinks
Kulemak's InvitationConfirmed key route from this Abyss boss.—

Use Abyss map routing or Waystone/Abyss modifiers that force an Abyssal Boss when available.

Igrulog, the Incubator Queen

Abyss boss

Location

Abyss boss route

Access

PoE2DB lists Igrulog with the Abyss boss set. Current source check does not confirm Igrulog as a Kulemak's Invitation drop route.

Access itemPriceLinks
Abyss Tablet—

Keep this separate from Tasgul and Vandroth until an invitation drop source is confirmed.

Overview

Abyss: Bosses

  • Abyss non-pinnacle bosses live here so the Kulemak pinnacle route stays separate.
  • Tasgul and Vandroth are the sourced Kulemak's Invitation routes; Igrulog is tracked as the third Abyss boss without a confirmed invitation drop.

Bosses

#

Vessel of Kulemak

Abyss boss / Well of Souls encounter

Location

The Well of Souls / The Black Cathedral

Access

Complete Abyssal Power's Northern, Southern, and Eastern Wounds objectives, then use Kulemak's Invitation at the Well of Souls.

Public source check: 0.5.0 notes mention Kulemak Invitation allocation; POE2DB Abyssal Power lists the quest steps into Vessel of Kulemak; POE2DB Grip of Kulemak documents the encounter adding up to four custom Desecrated modifiers.

Access itemPriceLinks
Kulemak's Invitation—
Abyssal Power quest—
Well of Souls—

Rewards

RewardPriceLinks
Grip of KulemakAbyssal SignetEncounter reward; availability depends on empowerment
Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius

"Drink deeply of the Well. Let the Abyss coil within."

—
Undying HateTimeless JewelEncounter reward; availability depends on empowerment
Undying Hate Lv. 20+
Undying Hate

Base: Timeless Jewel

Limited to Radius
1 HistoricVery Large
Explicit
  • Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
    Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]

"They believed themselves driven by necessity, but that desperation made them monstrous."

—
Darkness EnthronedFine BeltEncounter reward; availability depends on empowerment
Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Body Armour
  • Has 2 Augment Sockets (Hidden)

"Kulemak sat triumphant, raising the crown. Darkness coiled the world in eternal night. Victory, a mere moment, came crashing down. No conqueror, no conquered, only searing Light."

—
The Unborn LichRavenous StaffEncounter reward; availability depends on empowerment
The Unborn Lich Lv. 65+
The Unborn Lich

Base: Ravenous Staff

Req: 114 Int

Feast of Flesh

SpellBuffAoENovaRepeatable

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

  • Corpse Consumption radius is 4 m
  • Consumes up to 5 Corpses
  • Recover (154 - 211) Life and (154 - 211) Mana over 3 seconds per Corpse ConsumedRecover 211 Life and 211 Mana over 3 seconds per Corpse Consumed
  • Consumes +(0 - 3) CorpsesConsumes +3 Corpses
Implicit
  • Grants Skill: Feast of FleshGrants Skill: Feast of Flesh
Explicit
  • (60-80) % inc. Desecrated ModifierDesecrated Modifier

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

    Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.
    Items with Desecrated Modifiers cannot be Desecrated again.
    magnitudes
  • Custom Desecrated prefixCustom Desecrated prefix
    Fallback hint: no keyword description was found for this term.
    Custom Desecrated prefixCustom Desecrated prefix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated prefixLich's Desecrated prefix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated prefixLich's Desecrated prefix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.

"In ghastly pits beneath the world, Kulemak grows countless new bodies, each more powerful than the last. Not all of his abominations survive."

—
The Master's ReachTethering BandsEncounter reward; availability depends on empowerment
The Master's Reach Lv. 65+
The Master's Reach

Base: Tethering Bands

Req: 55 Str | 55 Int

Armour Energy Shield
31787

Untether

Lv 15
  • Grants Skill: Level 15 Untether
Implicit
  • Grants Skill: Level 15 UntetherGrants Skill: Level 15 Untether
Explicit
  • +(75-125) to max Life+(75-125) to maximum Life
  • +(15-25) to Int+(15-25) to Intelligence
  • Reveal Weaknesses against Rare and Unique enemiesReveal Weaknesses against Rare and Unique enemies
  • Eat a Soul on Hitting an enemy with an Open WeaknessEat a Soul on Hitting an enemy with an Open Weakness
  • (80-100) % of damage taken from enemies with an Open Weakness Recouped as Life(80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
  • unique reveal weakness art variation [1]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."

—
Tecrod's RevengeFull-strength encounter reward—
Ancient JawboneFull-strength encounter reward—
Ancient RibFull-strength encounter reward—
Ancient CollarboneFull-strength encounter reward—

Kulemak is not a current D1/D2/D3 difficulty-choice boss. The encounter progresses through repeated defeats and empowered revivals; Grip of Kulemak can gain custom Desecrated modifiers during the fight.

Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius

"Drink deeply of the Well. Let the Abyss coil within."

Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 1 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 1 custom Desecrated Modifiers]

"Drink deeply of the Well. Let the Abyss coil within."

Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 2 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 2 custom Desecrated Modifiers]

"Drink deeply of the Well. Let the Abyss coil within."

Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 3 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 3 custom Desecrated Modifiers]

"Drink deeply of the Well. Let the Abyss coil within."

Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 4 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 4 custom Desecrated Modifiers]

"Drink deeply of the Well. Let the Abyss coil within."

Undying Hate Lv. 20+
Undying Hate

Base: Timeless Jewel

Limited to Radius
1 HistoricVery Large
Explicit
  • Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
    Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]

"They believed themselves driven by necessity, but that desperation made them monstrous."

Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Body Armour
  • Has 2 Augment Sockets (Hidden)

"Kulemak sat triumphant, raising the crown. Darkness coiled the world in eternal night. Victory, a mere moment, came crashing down. No conqueror, no conquered, only searing Light."

Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Helmet
  • Has 2 Augment Sockets (Hidden)

"Kulemak sat triumphant, raising the crown. Darkness coiled the world in eternal night. Victory, a mere moment, came crashing down. No conqueror, no conquered, only searing Light."

Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was Gloves
  • Has 2 Augment Sockets (Hidden)

"Kulemak sat triumphant, raising the crown. Darkness coiled the world in eternal night. Victory, a mere moment, came crashing down. No conqueror, no conquered, only searing Light."

Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was Boots
  • Has 2 Augment Sockets (Hidden)

"Kulemak sat triumphant, raising the crown. Darkness coiled the world in eternal night. Victory, a mere moment, came crashing down. No conqueror, no conquered, only searing Light."

Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Shield
  • Has 2 Augment Sockets (Hidden)

"Kulemak sat triumphant, raising the crown. Darkness coiled the world in eternal night. Victory, a mere moment, came crashing down. No conqueror, no conquered, only searing Light."

The Unborn Lich Lv. 65+
The Unborn Lich

Base: Ravenous Staff

Req: 114 Int

Feast of Flesh

SpellBuffAoENovaRepeatable

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

  • Corpse Consumption radius is 4 m
  • Consumes up to 5 Corpses
  • Recover (154 - 211) Life and (154 - 211) Mana over 3 seconds per Corpse ConsumedRecover 211 Life and 211 Mana over 3 seconds per Corpse Consumed
  • Consumes +(0 - 3) CorpsesConsumes +3 Corpses
Implicit
  • Grants Skill: Feast of FleshGrants Skill: Feast of Flesh
Explicit
  • (60-80) % inc. Desecrated ModifierDesecrated Modifier

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

    Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.
    Items with Desecrated Modifiers cannot be Desecrated again.
    magnitudes
  • Custom Desecrated prefixCustom Desecrated prefix
    Fallback hint: no keyword description was found for this term.
    Custom Desecrated prefixCustom Desecrated prefix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated prefixLich's Desecrated prefix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated prefixLich's Desecrated prefix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.

"In ghastly pits beneath the world, Kulemak grows countless new bodies, each more powerful than the last. Not all of his abominations survive."

The Master's Reach Lv. 65+
The Master's Reach

Base: Tethering Bands

Req: 55 Str | 55 Int

Armour Energy Shield
31787

Untether

Lv 15
  • Grants Skill: Level 15 Untether
Implicit
  • Grants Skill: Level 15 UntetherGrants Skill: Level 15 Untether
Explicit
  • +(75-125) to max Life+(75-125) to maximum Life
  • +(15-25) to Int+(15-25) to Intelligence
  • Reveal Weaknesses against Rare and Unique enemiesReveal Weaknesses against Rare and Unique enemies
  • Eat a Soul on Hitting an enemy with an Open WeaknessEat a Soul on Hitting an enemy with an Open Weakness
  • (80-100) % of damage taken from enemies with an Open Weakness Recouped as Life(80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
  • unique reveal weakness art variation [1]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."

Overview

Abyss: Pinnacle Boss

  • Vessel of Kulemak is the Abyss pinnacle boss and should stay separate from the map/depth Abyss bosses.
  • Use this topic for Kulemak's Invitation, The Black Cathedral, and the Vessel reward pool.

Pinnacle Boss

#

Abyssal Bones

Collarbone
4 bones

Amulets, Rings & Belts

Ancient Ancient Collarbone — Ancient Collarbone Min modifier level 40Reveal pool level 65+
Effect

Desecrates a Rare Amulet, Ring or Belt

Altered Altered Collarbone — Altered Collarbone Reveal pool level 65+
Effect

Desecrates a Rare Amulet, Ring or Belt with a chance for otherworldly modifiers

Preserved Preserved Collarbone — Preserved Collarbone Reveal pool level 65+
Effect

Desecrates a Rare Amulet, Ring or Belt

Gnawed Gnawed Collarbone — Gnawed Collarbone Item level ≤ 64Reveal pool level 65+
Effect

Desecrates a Rare Amulet, Ring or Belt

Cranium
1 bones

Jewels

Preserved Preserved Cranium — Preserved Cranium Reveal pool level 1+
Effect

Desecrates a Rare Jewel

Jawbone
3 bones

Weapons & Quivers

Ancient Ancient Jawbone — Ancient Jawbone Min modifier level 40Reveal pool level 65+
Effect

Desecrates a Rare Weapon or Quiver

Preserved Preserved Jawbone — Preserved Jawbone Reveal pool level 65+
Effect

Desecrates a Rare Weapon or Quiver

Gnawed Gnawed Jawbone — Gnawed Jawbone Item level ≤ 64Reveal pool level 65+
Effect

Desecrates a Rare Weapon or Quiver

Rib
3 bones

Armour

Ancient Ancient Rib — Ancient Rib Min modifier level 40Reveal pool level 65+
Effect

Desecrates a Rare Armour

Preserved Preserved Rib — Preserved Rib Reveal pool level 65+
Effect

Desecrates a Rare Armour

Gnawed Gnawed Rib — Gnawed Rib Item level ≤ 64Reveal pool level 65+
Effect

Desecrates a Rare Armour

Vertebrae
1 bones

Waystones

Preserved Preserved Vertebrae — Preserved Vertebrae
Effect

Desecrates a Rare Waystone

Vessel of Kulemak Unique rewards

Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 1 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 1 custom Desecrated Modifiers]
Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 2 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 2 custom Desecrated Modifiers]
Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 3 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 3 custom Desecrated Modifiers]
Grip of Kulemak Lv. 1+
Grip of Kulemak

Base: Abyssal Signet

Variant: 4 Desecrated modifiers POE2DB variant

Implicit
  • Inflict Abyssal Wasting on Hit
Explicit
  • (20-30) % reduced Presence AoE
  • (20-30) % reduced Light Radius
  • [Can gain 4 custom Desecrated Modifiers]
Undying Hate Lv. 20+
Undying Hate

Base: Timeless Jewel

Limited to Radius
1 HistoricVery Large
Explicit
  • Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
    Glorifying the defilement of (79-30977) souls in tribute to Amanamu | Passives in radius are Conquered by the Abyssals | Desecration makes this item unstableDesecration makes this item unstable

    This item can be Desecrated using the Preserved Cranium currency item. There is an increasing chance for it to be destroyed each time it is Desecrated .
  • HistoricHistoric

    You can only have one Historic Jewel socketed.
    HistoricHistoric

    You can only have one Historic Jewel socketed.
  • local unique jewel break timeless jewel calculators [0]local unique jewel break timeless jewel calculators [0]
Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Body Armour
  • Has 2 Augment Sockets (Hidden)
Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Helmet
  • Has 2 Augment Sockets (Hidden)
Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was Gloves
  • Has 2 Augment Sockets (Hidden)
Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was Boots
  • Has 2 Augment Sockets (Hidden)
Darkness Enthroned Lv. 62+
Darkness Enthroned

Base: Fine Belt

Variant: Has (1-3) Charm Slots PoE2DB source row

Implicit
  • Has (1-3) Charm Slots
  • Flasks gain 0.17 charges per Second
Explicit
  • (50-100) % inc. effect of Socketed Augment Items
  • This item gains bonuses from Socketed Items as though it was a Shield
  • Has 2 Augment Sockets (Hidden)
The Unborn Lich Lv. 65+
The Unborn Lich

Base: Ravenous Staff

Req: 114 Int

Feast of Flesh

SpellBuffAoENovaRepeatable

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

  • Corpse Consumption radius is 4 m
  • Consumes up to 5 Corpses
  • Recover (154 - 211) Life and (154 - 211) Mana over 3 seconds per Corpse ConsumedRecover 211 Life and 211 Mana over 3 seconds per Corpse Consumed
  • Consumes +(0 - 3) CorpsesConsumes +3 Corpses
Implicit
  • Grants Skill: Feast of FleshGrants Skill: Feast of Flesh
Explicit
  • (60-80) % inc. Desecrated ModifierDesecrated Modifier

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

    Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.
    Items with Desecrated Modifiers cannot be Desecrated again.
    magnitudes
  • Custom Desecrated prefixCustom Desecrated prefix
    Fallback hint: no keyword description was found for this term.
    Custom Desecrated prefixCustom Desecrated prefix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated prefixLich's Desecrated prefix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated prefixLich's Desecrated prefix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
  • Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
    Lich's Desecrated suffixLich's Desecrated suffix
    Fallback hint: no keyword description was found for this term.
The Master's Reach Lv. 65+
The Master's Reach

Base: Tethering Bands

Req: 55 Str | 55 Int

Armour Energy Shield
31787

Untether

Lv 15
  • Grants Skill: Level 15 Untether
Implicit
  • Grants Skill: Level 15 UntetherGrants Skill: Level 15 Untether
Explicit
  • +(75-125) to max Life+(75-125) to maximum Life
  • +(15-25) to Int+(15-25) to Intelligence
  • Reveal Weaknesses against Rare and Unique enemiesReveal Weaknesses against Rare and Unique enemies
  • Eat a Soul on Hitting an enemy with an Open WeaknessEat a Soul on Hitting an enemy with an Open Weakness
  • (80-100) % of damage taken from enemies with an Open Weakness Recouped as Life(80-100) % of damage taken from enemies with an Open Weakness Recouped as Life
  • unique reveal weakness art variation [1]unique reveal weakness art variation [1]

Abyss Rewards

  • Abyssal Bones are the crafting rewards to compare when running Abyss. Each bone specifies which equipment it can affect and any item-level restrictions; inspect those effects before crafting.
  • The Vessel of Kulemak has a separate Unique reward pool. These boss rewards are shown below the Bones and are not guaranteed rewards from an ordinary Abyss.

Overview

#
IconItemEffectsLink
Altered CollarboneAltered CollarboneDesecrates a Rare Amulet, Ring or Belt with a chance for otherworldly modifiersAltered Collarbone

Abyssal Bones

#

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 20
Effect
(2-3) additional Rare Monsters are spawned from Abysses in Map
(20-30)% increased chance for Abyssal monsters in Map to have Abyssal Modifiers
(20-30)% increased chance for Desecrated Currency from Abysses in Map
Abyss Pits in Map are twice as likely to have Rewards
Abysses in Map have (10-20)% increased chance to lead to an Abyssal Depths
Abysses in Map spawn (20-30)% increased Monsters
Map contains 1 additional Abysses
Map has (20-40)% chance to contain four additional Abysses
Abyssal Monsters have (8-12)% increased Effectiveness for each closed Pit, up to 100%
(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

Tablet Guide

#
IconNode#Effect (Max Total if all picked)
Endless WarEndless WarNotable150 % chance on completing Overrun Abysses for an adjacent map to be Overrun by the Abyssal
Armaments of EvilArmaments of EvilNotable1Tier 5 Rare EquipmentEquipment

Equipment are items that can be EquippedEquipped

Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
dropped by Abyssal monsters have a Desecrated Modifier
Rotting BonesRotting BonesNotable125 % increased chance to find Ancient Desecrated Currency
Strange AversionsStrange AversionsNotable1Abyssal Factions now only have different types of chests:
Ulaman may have Currency Chests
Kurgal may have Weapons Chests
Amanamu may have ArmourArmour

Armour reduces Damage taken from HitsHit Damage

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 default, Armour only applies to PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
DamageHit Damage

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.
.

Damage reduction from Armour is proportional to the amount of DamageHit Damage

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.
, and is more effective at reducing smaller hits.
Chests
Any Faction may have Basic and JewelleryJewellery

Amulets and Rings are considered Jewellery
Chests
Lord of the PitLord of the PitKeystone (Choice)1Choice (pick 1): Manipulate AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Pits throughout Areas
Option 1: AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Pits are scattered throughout Areas with Abysses
Option 2: Abyssal Monsters have 10 % increased Effectiveness for each closed Pit, up to 100%
Option 3: Abysses have a 20 % chance to contain an additional AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Dark DepthsDark DepthsNotable1Abysses have a 30 % chance to contain 2 additional Pits
Abysses have a 20 % chance to contain 3 additional Pits
Abysses have a 10 % chance to contain 4 additional Pits
From BelowFrom BelowNotable1Abysses contain an additional Pit
Blessing of the SourceBlessing of the SourceNotable1Heart of the Well JewelsJewels

Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
found have a 5 % chance to have an additional Desecrated Modifier
Ghastly RelicsGhastly RelicsNotable1Large Abyssal Chests from the final Pit are instead an Abyssal StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Vile TreasuresVile TreasuresKeystone (Choice)1Choice (pick 1): 50 % increased chance to find Abyssal Items
Option 1: Abyssal EyesAbyssal Eye

Abyssal Eyes are artifacts recovered from Abyssals which function as a type of AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
.

Option 2: OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.

Option 3: Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support GemsSupport Gems

Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into.

You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active.
Cannot use multiple Support Gems of the same Category in one Skill.
which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
Balance of PowerBalance of PowerKeystone (Choice)1Choice (pick 1): Select the AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Faction you encounter in non- Fissure Abysses
Option 1: Amanamu
Option 2: Kurgal
Option 3: Ulaman
Option 4: Any Faction
Shadow of UndeathShadow of UndeathNotable150 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
being influenced by Abysses
50 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
being influenced by Abysses
Dark BloodlinesDark BloodlinesNotable1AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Pits have 25 % chance to spawn all Monsters as at least Magic
AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
Cracks have 25 % chance to spawn all Monsters as at least Magic
Unholy InfluenceUnholy InfluenceNotable1100 % increased chance for Abyssal monsters to have Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from AbyssesAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.

100 % increased chance for Abyssal monsters to have Lichborn Modifiers
Sprawling RuptureSprawling RuptureNotable1Abysses in your Maps spawn 25 % increased Monsters
Close to the SurfaceClose to the SurfaceNotable1Explicit Modifiers on your WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
apply to Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
in the Map area
Abyssal IreAbyssal IreNotable125% chance for Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
in Level 78+ Areas to contain a Boss
25% chance for an Ulaman pit near the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
to have the Incubator Queen
map abyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final Abyss in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal Modifier.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved Bone, but also can rarely drop additional exclusive Omens and Lineage Supports.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal ModifiersAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
spawn near boss chance + 20
Stir the SwarmStir the SwarmNotable15 % chance on completing Abysses in your Maps for a nearby map to be Overrun by the Abyssal
Depths ChanceDepths ChancePassive17Abysses have 10 % (max: 170%) increased chance to lead to an Abyssal DepthsAbyssal Depths

Abyssal Depths are an underground dungeon sometimes found when completing the final AbyssAbyss

An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
Defeating these weakened monsters will cause the fissures to close.
Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.

Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths.

There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers.
in the area.

The Abyssal Depths contains many Abyssal monsters and all Rare monsters will have an Abyssal ModifierAbyssal Modifiers

Abyssal Monsters spawned from Abysses steal modifiers from monsters killed near their pit, these modifiers can be upgraded to Abyssal Modifiers.

Abyssal Modifiers rarely have a chance to become a more powerful Lichborn Modifier.
.
At the end of the Abyssal Depths is a more powerful Rare with both a Lichborn Modifier and an Abyssal Modifier. Defeating this Rare will unlock valuable chests nearby.

The chests at the end of the Abyssal Depths can also drop pieces of Preserved BoneDesecrated Modifiers

Desecrating an item adds an Unrevealed Desecrated modifier. If modifiers are full then a random modifier is also removed. These modifiers can be revealed at the Well of Souls.

Items with Desecrated Modifiers cannot be Desecrated again.
, but also can rarely drop additional exclusive OmensOmens

Omens are Currency items that enable exclusive meta-crafting effects, allowing for more specialised crafting.
and Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

At higher levels the Abyssal Depths can lead to powerful Boss Fights.
Open Atlas Tree

Overview

Abyss Atlas Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

Atlas Nodes

#

Plan your approach through Vaal City

Check district access before choosing a route

The player reports that you cannot approach or pass through the Vaal City area from every direction. Inspect the Atlas connections and each map’s access message before planning a route. The pictured Sun Temple district requires defeating Xipocado, Royal Architect in the Temple to gain access. It also shows Vaal Beacons and a Tier 6 or higher Waystone requirement. Check district access as well as Waystone tier.

View full-size image

Observed Temple quest progression

Temple

Mechanics

Crystals, room placement, upgrades and destabilisation.

Temple

Rooms

Room tiers, effects, rewards and upgrade conditions.

Temple

Body Modifications

Arm and leg modifiers, roll ranges and Transcension Device access.

Temple

Medallions

Temple changes and room bonuses.

Temple

Bosses

Xipocado, Royal Architect and Atziri.

Temple: Overview

  • Build Atziri’s Temple with Energised Crystals, connect and upgrade rooms, then challenge Xipocado and open the route to Atziri.

Overview

#

Temple rules

SystemEffect
Energised CrystalEnergised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple. 6 Energised Crystals are required to power the Temple Console.
Room UpgradesRooms in Atziri's Temple may have their tier upgraded in various ways, up to a default maximum of tier 3. Most rooms are upgraded via their adjacent rooms, some rooms are upgraded via Powered Paths. Garrisons may be transformed into a Legion Barracks when adjacent to a Viper Spymaster or to a Transcendant Barracks when adjacent to a Synthflesh Lab. Flesh Surgeon and Thaumaturge instead have their level equal to the highest adjacent Synthflesh Lab or Sacrificial Chamber, respectively. Quipolatl's Medallion may be used to upgrade the tier of a room by 1.
PowerPower is provided to connected Paths by Generator rooms. Powered Paths provide Power to adjacent rooms. The Generator rooms are Dynamo, Shrine of Empowerment, Solar Nexus and Infinite Horizon. The Smithy, Synthflesh Lab, Transcendent Barracks and Golem Works rooms can be Upgraded by receiving Power.
Restricted RoomRestricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
Temple DestabilisationEach time you enter the Temple a random selection of rooms are Destabilised, removing them permanently when you next exit. In addition to the randomly selected rooms, some rooms are Destabilised upon completion. Restricted Rooms that are accessible will always destabilise upon exiting the Temple. Defeating the Architect or Atziri causes greater Destabilisation.

Progression and storage

UnlockWhat changes
Tier 4 roomsThe Temple Atlas Tree can unlock Tier 4 upgrades. The default room cap is Tier 3.
StorageDefault capacity: 60 Energised Crystals and 6 Medallions.
Xipocado’s ConsoleDefeat the Architect to place Restricted Rooms. The Royal Access Chamber is needed to reach Atziri.

Temple Console help

Crystals, Restricted Rooms and Medallions

In-game console help supplied by the player. The client glossary further specifies that accessible Restricted Rooms destabilise when you exit.

View full-size image

Overview

Temple: Mechanics

  • Energise Vaal Beacons to collect Energised Crystals. Spend 6 at the Temple Console to receive 6 random room cards and enter the Temple. Place rooms beside connected paths or rooms they upgrade.
  • After your first Architect victory, Vaal of royal blood in the Temple can drop Medallions. Apply room Medallions to suitable rooms before entering; each room can have only one Medallion of each type.

Mechanics

#

Room relations

Room tables ↓

Choose a room family to see which neighbours upgrade it, which rooms it upgrades, and how adjacency converts rooms.

Solid: adjacent upgrade / tier matchingDashed: conversion, with its required neighbour

Commander upgrades adjacent Garrison.UpgradeArmoury upgrades adjacent Garrison.UpgradeGarrison → Transcendent Barracks, beside Synthflesh Lab.Beside Synthflesh LabGarrison → Legion Barracks, beside Spymaster.Beside SpymasterGarrison ×3 upgrades adjacent Commander.Upgrade ×3GarrisonTier 1–4CommanderTier 1–4ArmouryTier 1–4Synthflesh LabTier 1–4SpymasterTier 1–4Transcendent BarracksTier 2–4Legion BarracksTier 2–4
  • Upgrade Commander upgrades adjacent Garrison.
  • Upgrade Armoury upgrades adjacent Garrison.
  • Conversion Garrison → Transcendent Barracks, beside Synthflesh Lab.
  • Conversion Garrison → Legion Barracks, beside Spymaster.
  • Upgrade Garrison ×3 upgrades adjacent Commander.

Placement follows connected paths. This chart shows recorded neighbour relations, rather than Temple positions. Check the room tables for tier effects, power requirements and unlocks.

Rooms, paths and boss chambers

Room familyRoomTierEffects and rewardsMedallions / Itemised craftsUpgrade / conversion
PathPath1Hidden chest amount: +40% — client stat; display wording unverified.——
Garrison GarrisonGuardhouse18% increased number of Monster Packs—Commander upgrades adjacent GarrisonArmoury upgrades adjacent Garrison BesideConversion neighbour: Synthflesh Lab; Garrison becomes Transcendent Barracks→Garrison transforms into Transcendent Barracks beside Synthflesh Lab BesideConversion neighbour: Spymaster; Garrison becomes Legion Barracks→Garrison transforms into Legion Barracks beside Spymaster
Barracks212% increased number of Monster Packs Normal Monsters have 10% increased Effectiveness—
Hall of War316% increased number of Monster Packs Normal Monsters have 15% increased Effectiveness—
Warrior Assembly420% increased number of Monster Packs Normal Monsters have 18% increased Effectiveness—
Transcendent Barracks Transcendent BarracksSteelflesh Quarters225% increased number of Magic Monsters—Synthflesh Lab upgrades adjacent Transcendent Barracks Power required for upgrade: 1.
Collective Legion335% increased number of Magic Monsters—
Chamber of the Perfected440% increased number of Magic Monsters—
Legion Barracks Legion BarracksViper's Loyals225% increased number of Rare MonstersQuipolatl's MedallionUromoti's MedallionArmoury upgrades adjacent Legion BarracksSpymaster upgrades adjacent Legion Barracks BesideConversion neighbour: Synthflesh Lab; Legion Barracks becomes Transcendent Barracks→Legion Barracks transforms into Transcendent Barracks beside Synthflesh Lab
Elite Legion335% increased number of Rare MonstersJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion
Unmatched Legionnaires440% increased number of Rare MonstersJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion
Commander CommanderCommander's Chamber1Rare Monsters have 10% increased EffectivenessQuipolatl's MedallionUromoti's MedallionGarrison ×3 upgrades adjacent Commander×3Transcendent Barracks ×3 upgrades adjacent Commander×3
Commander's Hall2Rare Monsters have 25% increased EffectivenessQuipolatl's MedallionUromoti's Medallion
Commander's Headquarters3Rare Monsters have 35% increased EffectivenessUromoti's MedallionZantipi's Medallion
Commander's Station4Rare Monsters have 40% increased EffectivenessUromoti's MedallionZantipi's Medallion
Armoury ArmouryDepot1Humanoid Monsters have 10% increased Effectiveness Contains Equipment—Smithy upgrades adjacent ArmouryAlchemy Lab upgrades adjacent Armoury
Arsenal2Humanoid Monsters have 25% increased Effectiveness Contains Equipment—
Gallery3Humanoid Monsters have 35% increased Effectiveness Contains Rare Equipment—
Royal Reserves4Humanoid Monsters have 40% increased Effectiveness Contains Rare Equipment—
Smithy SmithyBronzeworks1Chests have 15% more Item Rarity Contains the Forging Workbench which can be used to improve Quality of EquipmentQuipolatl's MedallionUromoti's MedallionGolem Works upgrades adjacent Smithy Power required for upgrade: 1.
Chamber of Iron2Chests have 30% more Item Rarity Contains the Forging Mechanism which can be used to add an Augment socket to EquipmentQuipolatl's MedallionUromoti's Medallion
Golden Forge3Chests have 45% more Item Rarity Contains the Masterwork Forge which can be used to increase the Quality of an Equipment item that already has 20% QualityJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion Itemised craft counterparts: Vaal Armourer's Infuser—Vaal Blacksmith's Infuser—Vaal Arcanist's Infuser—Vaal Catalysing Infuser— Vaal Armourer's Infuser; Vaal Blacksmith's Infuser; Vaal Arcanist's Infuser; Vaal Catalysing Infuser Use the matching Infuser on eligible equipment at or above maximum quality.
Immaculate Forge4Chests have 50% more Item Rarity Contains the Masterwork Forge which can be used to increase the Quality of an Equipment item that already has 20% Quality Unique Boss drops additional InfusersJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion Itemised craft counterparts: Vaal Armourer's Infuser—Vaal Blacksmith's Infuser—Vaal Arcanist's Infuser—Vaal Catalysing Infuser— Vaal Armourer's Infuser; Vaal Blacksmith's Infuser; Vaal Arcanist's Infuser; Vaal Catalysing Infuser Use the matching Infuser on eligible equipment at or above maximum quality.
Generator GeneratorDynamo1Construct Monsters have 10% increased Effectiveness Provides Power to nearby rooms, increasing in distance with Room tier—Thaumaturge upgrades adjacent GeneratorSacrificial Chamber upgrades adjacent Generator
Shrine of Empowerment2Construct Monsters have 25% increased Effectiveness Provides Power to nearby rooms, increasing in distance with Room tier—
Solar Nexus3Construct Monsters have 35% increased Effectiveness Area contains an additional Royal Colossus Provides Power to nearby rooms, increasing in distance with Room tier—
Infinite Horizon4Construct Monsters have 40% increased Effectiveness Area contains an additional Royal Colossus Provides Power to nearby rooms, increasing in distance with Room tier—
Spymaster SpymasterSpymaster's Study1Additional room-effect bonus (affected rooms unverified): +8% — client stat; display wording unverified. Room Tier can be increased by defeating other SpymastersJuatalotli's MedallionQuipolatl's MedallionUromoti's Medallion—
Hall of Shadows2Additional room-effect bonus (affected rooms unverified): +15% — client stat; display wording unverified. Room Tier can be increased by defeating other SpymastersJuatalotli's MedallionQuipolatl's MedallionUromoti's Medallion
Omnipresent Panopticon3Area contains an additional Unchained Beast Additional room-effect bonus (affected rooms unverified): +22% — client stat; display wording unverified. Room Tier can be increased by defeating other SpymastersJuatalotli's MedallionUromoti's MedallionPuhuarte's Medallion
Espionage Core4Area contains an additional Unchained Beast Additional room-effect bonus (affected rooms unverified): +25% — client stat; display wording unverified.Juatalotli's MedallionUromoti's MedallionPuhuarte's Medallion
Synthflesh Lab Synthflesh LabProsthetic Research1Monsters grant 10% increased Experience—Flesh Surgeon upgrades adjacent Synthflesh Lab Power required for upgrade: 1.
Synthflesh Sanctum2Monsters grant 20% increased Experience—
Crucible of Transcendence3Monsters grant 30% increased Experience—
Supremacy of Function4Monsters grant 35% increased Experience—
Flesh Surgeon Flesh SurgeonSurgeon's Ward1Unique Monsters have 10% increased EffectivenessQuipolatl's MedallionUromoti's MedallionMatch highest tier:Flesh Surgeon matches the highest adjacent Synthflesh Lab tier
Surgeon's Theatre2Unique Monsters have 20% increased EffectivenessQuipolatl's MedallionUromoti's Medallion
Surgeon's Symphony3Unique Monsters have 30% increased Effectiveness Contains the Transcension Device, allowing for Limb ModificationJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion
Surgical Glory4Unique Monsters have 35% increased Effectiveness Contains the Transcension Device, allowing for Limb Modification, which can be used twiceJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion
Alchemy Lab Alchemy LabChamber of Souls110% increased Rarity of Items Dropped by MonstersQuipolatl's MedallionUromoti's MedallionThaumaturge ×2 upgrades adjacent Alchemy Lab×2
Core Machinarium225% increased Rarity of Items Dropped by MonstersQuipolatl's MedallionUromoti's Medallion
Grand Phylactory350% increased Gold found in this Area 35% increased Rarity of Items Dropped by Monsters Contains the Soul Core Infuser which can be used to modify Soul Cores Room Destabilises once device is usedJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion Itemised craft counterpart: Core Destabiliser— Core Destabiliser Right click this item then left click on a soul core to apply it.
Decorous Phylactory460% increased Gold found in this Area 40% increased Rarity of Items Dropped by Monsters Contains the Soul Core Infuser which can be used to modify Soul Cores Room Destabilises once device is used Unique Boss drops additional Soul CoresJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion Itemised craft counterpart: Core Destabiliser— Core Destabiliser Right click this item then left click on a soul core to apply it.
Thaumaturge ThaumaturgeThaumaturge's Laboratory1Additional room-effect bonus (affected rooms unverified): +8% — client stat; display wording unverified.Quipolatl's MedallionUromoti's MedallionMatch highest tier:Thaumaturge matches the highest adjacent Sacrificial Chamber tier
Thaumaturge's Cuttery2Additional room-effect bonus (affected rooms unverified): +15% — client stat; display wording unverified. Contains the Gemcutting Mechanism which can be used to increase the Quality of a Skill GemQuipolatl's MedallionUromoti's Medallion
Thaumaturge's Cathedral3Area contains an additional Quadrilla Sergeant Additional room-effect bonus (affected rooms unverified): +22% — client stat; display wording unverified. Contains the Gem Corrupter which can be used to modify a Corrupted Skill Gem unpredictably Room Destabilises once device is usedJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionPuhuarte's Medallion Itemised craft counterpart: Crystallised Corruption— Crystallised Corruption Right click this item then left click on a corrupted gem to apply it.
Thaumaturge's Culmination4Area contains an additional Quadrilla Sergeant Additional room-effect bonus (affected rooms unverified): +25% — client stat; display wording unverified. Contains the Gem Corrupter which can be used to modify a Corrupted Skill Gem unpredictably Room Destabilises once device is usedJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionPuhuarte's Medallion Itemised craft counterpart: Crystallised Corruption— Crystallised Corruption Right click this item then left click on a corrupted gem to apply it.
Golem Works Golem WorksWorkshop1Additional room-effect bonus (affected rooms unverified): +8% — client stat; display wording unverified.Quipolatl's MedallionUromoti's MedallionPower required for upgrade: 2.
Automaton Lab2Additional room-effect bonus (affected rooms unverified): +15% — client stat; display wording unverified.Quipolatl's MedallionUromoti's Medallion
Stone Legion3Area contains an additional Royal Sentinel Additional room-effect bonus (affected rooms unverified): +22% — client stat; display wording unverified.Quipolatl's MedallionUromoti's MedallionPuhuarte's Medallion
Precision of Science4Area contains an additional Royal Sentinel Additional room-effect bonus (affected rooms unverified): +25% — client stat; display wording unverified.Quipolatl's MedallionUromoti's MedallionPuhuarte's Medallion
Corruption Chamber Corruption ChamberCrimson Hall1Rare Monsters have a 10% increased chance of Monster Modifiers Contains a Corruption Altar which can be used to Corrupt items—Thaumaturge upgrades adjacent Corruption ChamberSacrificial Chamber upgrades adjacent Corruption Chamber
Catalyst of Corruption2Rare Monsters have a 25% increased chance of Monster Modifiers Contains a Corruption Altar which can be used to Corrupt items—
Locus of Corruption3Rare Monsters have a 35% increased chance of Monster Modifiers Area contains an additional Corrupted Abomination Contains a Corruption Altar which can be used to modify Corrupted Equipment or Jewels unpredictably Room Destabilises once device is usedItemised craft counterpart: Architect's Orb— Architect's Orb Right click this item then left click on a corrupted item to apply it.
Rapture of Corruption4Rare Monsters have a 40% increased chance of Monster Modifiers Area contains an additional Corrupted Abomination Contains a Corruption Altar which can be used to modify Corrupted Equipment or Jewels unpredictably Room Destabilises once device is usedItemised craft counterpart: Architect's Orb— Architect's Orb Right click this item then left click on a corrupted item to apply it.
Treasure Vault Treasure VaultSealed Vault125% increased Rarity of Items Dropped by Monsters Contains a variety of valuable Chests based on surrounding Rooms Room Destabilises once the central Vault is opened——
Sacrificial Chamber Sacrificial ChamberAltar of Sacrifice115% increased amount of Rare Chests Contains a Unique ItemQuipolatl's MedallionUromoti's Medallion—
Hall of Offerings230% increased amount of Rare Chests Contains a Unique ItemQuipolatl's MedallionUromoti's Medallion
Apex of Oblation345% increased amount of Rare Chests Area contains an additional High Priest Contains a Unique Item Contains the Morphology Mechanism which can be used to modify Corrupted Unique Items Room Destabilises once device is usedJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion Itemised craft counterpart: Vaal Cultivation Orb— Vaal Cultivation Orb Right click this item then left click on a unique item to apply it.
Empyrean of Blood450% increased amount of Rare Chests Area contains an additional High Priest Contains a Unique Item Contains the Morphology Mechanism which can be used to modify Corrupted Unique Items Room Destabilises once device is usedJuatalotli's MedallionHayoxi's MedallionUromoti's MedallionEstazunti's MedallionZantipi's Medallion Itemised craft counterpart: Vaal Cultivation Orb— Vaal Cultivation Orb Right click this item then left click on a unique item to apply it.
Architect's Chamber Architect's ChamberArchitect's Chamber1Defeating the Architect allows use of Xipocado's Console which can be used to place various Restricted Rooms Defeating the Architect also unlocks MedallionsUromoti's MedallionPuhuarte's MedallionZantipi's Medallion—
FoyerFoyer1No additional effect listed.——
Atziri's Chamber Atziri's ChamberAtziri's Chamber1Complete the Royal Access Chamber to unlock——

Restricted Rooms

Room familyRoomTierEffects and rewardsItemised craft counterparts
Currency Vault Currency VaultKishara's Vault1Contains Rare Treasury Chests containing Currency Room Destabilises once accessible—
Lineage Gems Vault Lineage Gems VaultVault of Reverence1Contains a Historic Chest containing a random Lineage Support Gem Room Destabilises once accessible—
Augments Vault Augments VaultJiquani's Vault1Contains a Rune Cache containing Runes Room Destabilises once accessible—
Tablets Vault Tablets VaultTablet Research Vault1Contains the Corrupted Precursor Machine which allows the Corruption of a Tablet Room Destabilises once accessibleItemised craft counterpart: Ancient Infuser— Ancient Infuser Right click this item then left click on a Tablet to apply it.
Uniques Vault Uniques VaultAncient Reliquary Vault1Contains a Reliquary Display which holds a Unique item Room Destabilises once accessible—
Royal Access Chamber Royal Access ChamberRoyal Access Chamber1Completion unlocks access to Atziri's Chamber Room Destabilises once accessible—
Extraction Chamber Extraction ChamberExtraction Chamber1Contains the Extraction Workbench which can be used to destroy an Equipment item, returning any Augments socketed in it Room Destabilises once accessibleItemised craft counterpart: Orb of Extraction— Orb of Extraction Destroys equipment and returns its non-Socket-Bound Augments.
Terraforming Research Terraforming ResearchTerraforming Research: Water1Area also counts as a Water Area Room Destabilises once accessible—
Terraforming Research Terraforming ResearchTerraforming Research: Mountain1Area also counts as a Mountain Area Room Destabilises once accessible—
Terraforming Research Terraforming ResearchTerraforming Research: Grass1Area also counts as a Grass Area Room Destabilises once accessible—
Terraforming Research Terraforming ResearchTerraforming Research: Forest1Area also counts as a Forest Area Room Destabilises once accessible—
Terraforming Research Terraforming ResearchTerraforming Research: Swamp1Area also counts as a Swamp Area Room Destabilises once accessible—
Terraforming Research Terraforming ResearchTerraforming Research: Desert1Area also counts as a Desert Area Room Destabilises once accessible—

Rooms, paths and boss chambers

Medallions show possible drops after the Architect unlock, not guaranteed rewards. Itemised craft counterparts show matching currency actions; they do not establish a room drop or itemisation button. Only verified counterparts are listed.

Restricted Rooms

The client records list no Medallion drops or adjacent upgrades/conversions for these Restricted Rooms. Itemised craft counterparts show matching currency actions, without establishing a room drop or itemisation button. Unlock and destabilisation rules remain in the effects column.

Overview

Temple: Rooms

  • Browse every named room tier in the client reference. Restricted Rooms come from Xipocado’s Console. Tier 4 requires its Atlas unlock; special chambers shown as Tier 1 are fixed room records.
  • A few additional bonus stats have no readable client description. Their values are labelled provisional below; the affected rooms are not assumed from internal identifiers.

Rooms

#

Getting Limb Modifications

Flesh Surgeon matches the highest adjacent Synthflesh Lab tier. Tier 4 rooms require the Temple Atlas unlock.

Arm modifications

One modifier per arm; the same pool applies to the left and right arm. Values shown are the possible roll ranges.

Leg modifications

One modifier per leg; the same pool applies to the left and right leg. Values shown are the possible roll ranges.

Getting Limb Modifications

Room tierRoomTranscension Device
1–2Surgeon’s Ward / Surgeon’s TheatreNo Limb Modification device.
3Surgeon’s SymphonyContains the Transcension Device.
4Surgical GloryThe Transcension Device can be used twice.

Arm modifications

Available modifier
(8 - 12)% increased Block chance
(6 - 10)% increased Attack Speed
(6 - 10)% increased Cast Speed
(12 - 16)% increased Curse Magnitudes
(6 - 10)% increased Deflection Rating
(15 - 25)% increased Presence Area of Effect

Leg modifications

Available modifier
(20 - 30)% increased Evasion Rating
(6 - 10)% increased Movement Speed while Sprinting
(15 - 25)% increased Stun Threshold
(5 - 10)% reduced Movement Speed Penalty from using Skills while moving
(20 - 30)% increased Mana Regeneration Rate while moving
(6 - 10)% of Damage taken Recouped as Life

Overview

Temple: Body Modifications

  • Use the Transcension Device in a Flesh Surgeon room to replace a limb and gain a character modifier. You can modify two arms and two legs, with one modifier on each limb.
  • Limb Modifications persist beyond the Temple, but are lost when you resurrect after dying. They are temporary character bonuses, not equipment affixes.

Body Modifications

#

Medallions

Drops are possible rewards, not guaranteed from each eligible enemy.

Deprecated storage Medallions

These two client records are explicitly deprecated. Current default storage already reaches their former caps; do not plan around finding them.

Medallions

IconMedallionEffect
Juatalotli's MedallionJuatalotli's MedallionUse to prevent the next Destabilisation of a Room
Hayoxi's MedallionHayoxi's MedallionUse to reroll a Restricted Room in the Temple
Quipolatl's MedallionQuipolatl's MedallionUse to increase the Tier of a Room (does not stack)
Uromoti's MedallionUromoti's MedallionUse to add Room: the room shown on this Medallion
Estazunti's MedallionEstazunti's MedallionUse to place an additional Restricted Room Card after defeating the Architect
Puhuarte's MedallionPuhuarte's MedallionUse to reroll the Room Cards available for placement Restricted Room Cards may not be rerolled this way
Zantipi's MedallionZantipi's MedallionUse to add one to the number of random Waystone Modifiers added to your Temple. This number reduces by 1 for every 10 Temples opened. Modifiers will be randomised each time you open a new Temple. Temples can be affected by up to 8 Modifiers.

Deprecated storage Medallions

IconMedallionEffect
Xopec's MedallionXopec's MedallionUse to increase Maximum Crystal Capacity by 6 (up to 60)
Azcapa's MedallionAzcapa's MedallionUse to increase Maximum Medallion Capacity by 1 (up to 6)

Overview

Temple: Medallions

  • Medallions modify the Temple or its rooms. Unlock them by defeating the Architect for the first time. Room effects are limited to one Medallion of each type per room; room-based Medallions cannot be used inside an active Temple.

Medallions

#

Xipocado, Royal Architect

Temple progression boss

Location

Architect’s Chamber — Atziri’s Temple

Access

Build a connected route through the Temple to the Architect’s Chamber, then enter and defeat Xipocado.

Victory enables Xipocado’s Console for Restricted Room placement. Your first victory also unlocks Medallions. Place the Royal Access Chamber to continue toward Atziri.

Rewards

RewardPriceLinks
Uromoti's MedallionPossible drop; not guaranteed.—
Puhuarte's MedallionPossible drop; not guaranteed.—
Zantipi's MedallionPossible drop; not guaranteed.—

Defeating the Architect causes greater Temple destabilisation. The pictured Sun Temple Atlas district also requires his defeat before entry.

Atziri, the Red Queen

Temple pinnacle boss

Location

Atziri's Temple

Access

Defeat the Architect, use Xipocado’s Console to place the Royal Access Chamber, and connect the route to Atziri’s room.

The Royal Access Chamber is a Restricted Room.

Access itemPriceLinks
Atziri's Temple—
Royal Access Chamber—

Rewards

RewardPriceLinks
Atziri's RuleReflecting Staff
Atziri's Rule Lv. 70+
Atziri's Rule

Base: Reflecting Staff

Req: 114 Int

Mirror of Refraction

BuffPersistentDur.

Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Proj causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Proj may be copied again when colliding with other mirrors.

  • A Mirror appears in your Presence every (2 - 3.9) secondsA Mirror appears in your Presence every 3.9 seconds
  • Limit 4 Mirrors of Refraction
  • Modifiers to CDRR also apply to Mirror appearance frequency
  • base number of projectiles [0,2]
Implicit
  • Grants Skill: Mirror of RefractionGrants Skill: Mirror of Refraction
Explicit
  • - (10-20) % inc. max Life(10-20) % increased maximum Life
  • - +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
    +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
  • - (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • - +(20-30) to Int+(20-30) to 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.
  • - SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Dmg as ExtraExtra

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    Phys.Dmg
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Damage as ExtraExtra

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

    10% increased Physical Damage
    Damage

"Bow before her... or suffer the most gruelling death imaginable."

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: (10-25)% chance for Spell Skills to fire 2 additional Proj(10-25)% chance for Spell Skills to fire 2 additional Projectiles

Added: (10-20)% inc. Life Cost Efficiency(10-20)% increased Life Cost Efficiency

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

Added: 5% of Spell Dmg Leeched as Life5% of Spell Damage Leeched as Life

—
Atziri's AcuityMoulded Mitts
Atziri's Acuity Lv. 33+
Atziri's Acuity

Base: Moulded Mitts

Req: 42 Str

Lvl ARWard Recipe
33 251- —
55 19761 Verisium×400Medved's Crest of the Circle×1

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
Implicit
  • Grants Skill: Level 9 Herald of the Royal QueenGrants Skill: Level 9 Herald of the Royal Queen
Explicit
  • - (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(100-150) to max Life+(100-150) to maximum 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.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg 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.
    10 % 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
  • 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.
  • Vaal PactVaal Pact

    50% more amount of Life Leeched
    LeechLeech Life 67% less quickly
    Cannot Recover Life other than from LeechLeech
    Life LeechLeech effects are not removed when Unreserved Life is Filled
    Vaal PactVaal Pact

    50% more amount of Life Leeched
    LeechLeech Life 67% less quickly
    Cannot Recover Life other than from LeechLeech
    Life LeechLeech effects are not removed when Unreserved Life is Filled

""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

—
Atziri's StepCinched Boots
Atziri's Step Lv. 65+
Atziri's Step

Base: Cinched Boots

Req: 86 Dex

Lvl ERWard Recipe
65 486- —
65 39074 Verisium×530Medved's Crest of the Circle×1
Explicit
  • - 30 % inc. Move.Spd30 % increased Movement Speed
  • - (80-120) % inc. ER(80-120) % increased Evasion RatingEvasion Rating

    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 .
  • - +(70-100) to max Life+(70-100) to maximum Life
  • - Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of ER
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of Evasion RatingEvasion Rating

    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 .
  • - (-12--6) % to amount of Dmg Prevented by DeflectionDeflection

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    (-12--6) % to amount of DamageDamage

    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.
    Prevented by DeflectionDeflection

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
  • - Cannot be Light StunnedLight Stunned

    Any HitHits has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Physical damage, and player (but not monster) Melee DamageDamage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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.
    Cannot be Light StunnedLight Stunned

    Any HitHits has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Physical damage, and player (but not monster) Melee DamageDamage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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.

""Those who dance are considered insane by those who cannot hear the music." - 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: (15-25)% inc. Deflection Rating while moving(15-25)% increased Deflection Rating while moving

Added: +(50-150) to ER+(50-150) to Evasion Rating

Added: Glancing BlowsGlancing Blows

—
Atziri's SplendourSacrificial Regalia
Atziri's Splendour Lv. 65+
Atziri's Splendour

Base: Sacrificial Regalia

Req: 72 Str | 72 Dex | 72 Int

VersionRecipe
Runemastered Sacrificial RegaliaVerisium×560Exceptional Verisium×2Vorana's Crest of the Scythe×1
Lvl ARERES
65 273625192
Implicit
  • +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
    +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
Explicit
  • Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
    Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
  • - Has no 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.
    req.
    Has no 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
  • - (80-120) % inc. Armour , 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 .
    and ES
    (80-120) % increased Armour , 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 .
    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 all Ele.Res+(10-20) % 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.
  • - Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your EvasionEvasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to EvasionEvasion would have no effect.
    to Life Costs
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your EvasionEvasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to EvasionEvasion would have no effect.
    to Life Costs
  • This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment typeRandom socketable equipment type
    Fallback hint: no keyword description was found for this term.
    This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment typeRandom socketable equipment type
    Fallback hint: no keyword description was found for this term.
  • Has 6 Augment Sockets (Hidden)Has 6 Augment Sockets (Hidden)

""When you have nothing to hide, you have nothing to fear." - 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: (10-20)% inc. Cost Efficiency(10-20)% increased Cost Efficiency

Added: (10-20)% inc. effect of Socketed Soul Cores(10-20)% increased effect of Socketed Soul Cores

Added: +(100-200) to Armour+(100-200) to Armour

Added: +(100-200) to ER+(100-200) to Evasion Rating

Added: +(66-100) to max ES+(66-100) to maximum Energy Shield

Added: This item gains bonuses from Socketed Soul Cores as though it was also BootsThis item gains bonuses from Socketed Soul Cores as though it was also Boots

Added: This item gains bonuses from Socketed Soul Cores as though it was also GlovesThis item gains bonuses from Socketed Soul Cores as though it was also Gloves

Added: This item gains bonuses from Socketed Soul Cores as though it was also a HelmetThis item gains bonuses from Socketed Soul Cores as though it was also a Helmet

—
Atziri's DisdainGold Circlet
Atziri's Disdain Lv. 40+
Atziri's Disdain

Base: Gold Circlet

Req: 58 Int

Lvl ESWard Recipe
40 62- —
55 16196 Verisium×3860Uhtred's Crest of the Chalice×1
Explicit
  • - +(60-100) to max Mana+(60-100) to maximum Mana
  • - (10-20) % inc. 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
    (10-20) % 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
  • - GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of max Life as Extra max ES
    GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of maximum Life as Extra 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.
  • - 10 % of Dmg taken bypasses ES10 % of Damage taken 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.

"They screamed her name in adulation as they gave their very lives. She looked on with impatience."

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% of Dmg is taken from Mana before Life10% of Damage is taken from Mana before Life

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

Added: (6-10)% of Dmg taken Recouped as Mana(6-10)% of Damage taken Recouped as Mana

—
Atziri's ContemptPronged Spear
Atziri's Contempt Lv. 72+
Atziri's Contempt

Base: Pronged Spear

Req: 46 Str | 115 Dex

Lvl PhysElemental DamageCritAPS DPS
72 62-18292-1295.00%1.71 398

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

Shattering Spite

Lv 17
AttackAoEPhysicalLightningFire

Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have inc. area of effect, and Leech Life from enemies caught in the blast.

  • Converts 40 % of Physical damage to Fire damage
  • Converts 40 % of Physical damage to Lightning damage
  • +0.35 seconds to Total Attack Time
  • 50 % less Magnitude of Damaging Ailments inflicted
  • Cannot inflict Bloodstone Lances
  • Life Leech recovers based on this Skill's Elemental damage as well as Physical damage
  • Explosion radius is 1.5 m
  • Explosions deal 20 % more Dmg per Bloodstone Lance
  • Explosions with at least 5 Bloodstone Lances have 5 % inc. AoE per Bloodstone Lance
  • Leech 10 % of Physical Atk Dmg as Life from Explosions with at least 10 Bloodstone Lances
  • Bloodstone Lances are shattered based on 200 % of your Presence area
  • Explosion radius is (0 - 0.2) mExplosion radius is 0.2 m
Implicit
  • Grants Skill: Spear ThrowGrants Skill: Spear Throw
  • Grants Skill: Level 17 Shattering SpiteGrants Skill: Level 17 Shattering Spite
Explicit
  • - (100-120) % inc. Phys.Dmg(100-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • - Adds (83-97) to (123-153) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    .Dmg
    Adds (83-97) to (123-153) 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
  • - Adds 1 to (193-207) Light.DmgAdds 1 to (193-207) 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
  • - (10-16) % inc. Atk Speed(10-16) % increased 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.
    Speed
  • - (60-80) % inc. 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.
    AoE
    (60-80) % increased 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.
    Area of Effect
  • Spear Skills inflict a Bloodstone Lance 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.
    , up to a max of 30 on each target
    Spear Skills inflict a Bloodstone Lance 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.
    , up to a maximum of 30 on each target

""My people? I'm not doing this for them. They belong to me. They want this for me. Their sacrifice is a gift they give out of love and adoration... I deserve it. I am their Queen.""

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)% inc. Ele.Dmg with Attacks(100-150)% increased Elemental Damage with Attacks

Added: +(2-4)% to Crit%+(2-4)% to Critical Hit Chance

Added: Hits have (15-30)% chance to treat Enemy Monster Elemental Resistance values as invertedHits have (15-30)% chance to treat Enemy Monster Elemental Resistance values as inverted

Added: Proj have (50-75)% chance to Fork if you've dealt a Melee Hit in the past eight secondsProjectiles have (50-75)% chance to Fork if you've dealt a Melee Hit in the past eight seconds

—

Final Temple boss. Defeating Atziri causes greater Temple destabilisation.

Atziri's Rule Lv. 70+
Atziri's Rule

Base: Reflecting Staff

Req: 114 Int

Mirror of Refraction

BuffPersistentDur.

Mirrors of Refraction appear in your Presence periodically. Hitting a mirror with a Spell Proj causes it to shatter, copying the projectiles in a nova around the destroyed mirror. Copied Proj may be copied again when colliding with other mirrors.

  • A Mirror appears in your Presence every (2 - 3.9) secondsA Mirror appears in your Presence every 3.9 seconds
  • Limit 4 Mirrors of Refraction
  • Modifiers to CDRR also apply to Mirror appearance frequency
  • base number of projectiles [0,2]
Implicit
  • Grants Skill: Mirror of RefractionGrants Skill: Mirror of Refraction
Explicit
  • - (10-20) % inc. max Life(10-20) % increased maximum Life
  • - +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
    +(3-5) to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    SpellSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    Skill Gems
  • - (10-20) % inc. Cast Speed(10-20) % increased Cast Speed
  • - +(20-30) to Int+(20-30) to 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.
  • - SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Dmg as ExtraExtra

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    Phys.Dmg
    SpellsSpell

    Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
    Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.
    which cost Life GainGain

    Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).
    For example, Lightning damage gained from PhysicalPhysical damage scales with Lightning damage modifiers, but not PhysicalPhysical damage modifiers.
    Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.
    (80-120) % of Damage as ExtraExtra

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

    10% increased Physical Damage
    Damage

"Bow before her... or suffer the most gruelling death imaginable."

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: (10-25)% chance for Spell Skills to fire 2 additional Proj(10-25)% chance for Spell Skills to fire 2 additional Projectiles

Added: (10-20)% inc. Life Cost Efficiency(10-20)% increased Life Cost Efficiency

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

Added: 5% of Spell Dmg Leeched as Life5% of Spell Damage Leeched as Life

Atziri's Acuity Lv. 33+
Atziri's Acuity

Base: Moulded Mitts

Req: 42 Str

Lvl ARWard Recipe
33 251- —
55 19761 Verisium×400Medved's Crest of the Circle×1

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
Implicit
  • Grants Skill: Level 9 Herald of the Royal QueenGrants Skill: Level 9 Herald of the Royal Queen
Explicit
  • - (150-200) % inc. ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (150-200) % increased ArmourArmour

    Armour reduces Damage taken from HitsHits . By default, Armour only applies to PhysicalPhysical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • +(100-150) to max Life+(100-150) to maximum 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.
    10 % of PhysicalPhysical

    10% increased Physical Damage
    Atk Dmg 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.
    10 % 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
  • 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.
  • Vaal PactVaal Pact

    50% more amount of Life Leeched
    LeechLeech Life 67% less quickly
    Cannot Recover Life other than from LeechLeech
    Life LeechLeech effects are not removed when Unreserved Life is Filled
    Vaal PactVaal Pact

    50% more amount of Life Leeched
    LeechLeech Life 67% less quickly
    Cannot Recover Life other than from LeechLeech
    Life LeechLeech effects are not removed when Unreserved Life is Filled

""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

Atziri's Step Lv. 65+
Atziri's Step

Base: Cinched Boots

Req: 86 Dex

Lvl ERWard Recipe
65 486- —
65 39074 Verisium×530Medved's Crest of the Circle×1
Explicit
  • - 30 % inc. Move.Spd30 % increased Movement Speed
  • - (80-120) % inc. ER(80-120) % increased Evasion RatingEvasion Rating

    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 .
  • - +(70-100) to max Life+(70-100) to maximum Life
  • - Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of ER
    Gain Deflection RatingDeflection Rating

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    equal to (40-60) % of Evasion RatingEvasion Rating

    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 .
  • - (-12--6) % to amount of Dmg Prevented by DeflectionDeflection

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    (-12--6) % to amount of DamageDamage

    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.
    Prevented by DeflectionDeflection

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
  • - Cannot be Light StunnedLight Stunned

    Any HitHits has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Physical damage, and player (but not monster) Melee DamageDamage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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.
    Cannot be Light StunnedLight Stunned

    Any HitHits has a chance to Light Stun the target, interrupting their current action and preventing them from taking actions for a fraction of a second. The chance is based on the damage dealt, up to 100% base chance for HitsHits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.
    Physical damage, and player (but not monster) Melee DamageDamage, each have 50% more Light Stun chance. For players, these bonuses are multiplicative with each other.
    by DeflectedDeflected

    Deflection Rating provides a chance to Deflect damage from HitsHits , preventing 40% of the damage from those HitsHits. Exact chance to Deflect also depends on the attacker's Accuracy .
    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.

""Those who dance are considered insane by those who cannot hear the music." - 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: (15-25)% inc. Deflection Rating while moving(15-25)% increased Deflection Rating while moving

Added: +(50-150) to ER+(50-150) to Evasion Rating

Added: Glancing BlowsGlancing Blows

Atziri's Splendour Lv. 65+
Atziri's Splendour

Base: Sacrificial Regalia

Req: 72 Str | 72 Dex | 72 Int

VersionRecipe
Runemastered Sacrificial RegaliaVerisium×560Exceptional Verisium×2Vorana's Crest of the Scythe×1
Lvl ARERES
65 273625192
Implicit
  • +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
    +1 to Level of all CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Skill Gems
Explicit
  • Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
    Only Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    can be Socketed in this item
  • - Has no 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.
    req.
    Has no 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
  • - (80-120) % inc. Armour , 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 .
    and ES
    (80-120) % increased Armour , 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 .
    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 all Ele.Res+(10-20) % 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.
  • - Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your EvasionEvasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to EvasionEvasion would have no effect.
    to Life Costs
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have 50 % of Mana Costs ConvertedConverted

    Converting stat A to stat B applies the base value of stat A to stat B instead. The converted stat scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you converted your EvasionEvasion to Armour , the converted portion would be scaled by percentage modifiers to Armour , but percentage modifiers to EvasionEvasion would have no effect.
    to Life Costs
  • This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment typeRandom socketable equipment type
    Fallback hint: no keyword description was found for this term.
    This item gains bonuses from Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    as though it was also a Random socketable equipment typeRandom socketable equipment type
    Fallback hint: no keyword description was found for this term.
  • Has 6 Augment Sockets (Hidden)Has 6 Augment Sockets (Hidden)

""When you have nothing to hide, you have nothing to fear." - 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: (10-20)% inc. Cost Efficiency(10-20)% increased Cost Efficiency

Added: (10-20)% inc. effect of Socketed Soul Cores(10-20)% increased effect of Socketed Soul Cores

Added: +(100-200) to Armour+(100-200) to Armour

Added: +(100-200) to ER+(100-200) to Evasion Rating

Added: +(66-100) to max ES+(66-100) to maximum Energy Shield

Added: This item gains bonuses from Socketed Soul Cores as though it was also BootsThis item gains bonuses from Socketed Soul Cores as though it was also Boots

Added: This item gains bonuses from Socketed Soul Cores as though it was also GlovesThis item gains bonuses from Socketed Soul Cores as though it was also Gloves

Added: This item gains bonuses from Socketed Soul Cores as though it was also a HelmetThis item gains bonuses from Socketed Soul Cores as though it was also a Helmet

Atziri's Disdain Lv. 40+
Atziri's Disdain

Base: Gold Circlet

Req: 58 Int

Lvl ESWard Recipe
40 62- —
55 16196 Verisium×3860Uhtred's Crest of the Chalice×1
Explicit
  • - +(60-100) to max Mana+(60-100) to maximum Mana
  • - (10-20) % inc. 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
    (10-20) % 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
  • - GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of max Life as Extra max ES
    GainGain

    Gaining a percentage of stat A as stat B is calculated from the base value of stat A. The portion gained scales with percentage modifiers to stat B, but not with percentage modifiers to stat A.
    For example, if you gained 50% of Evasion as Armour , the portion gained would be scaled by percentage modifiers to Armour , but not by percentage modifiers to Evasion .
    (10-15) % of maximum Life as Extra 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.
  • - 10 % of Dmg taken bypasses ES10 % of Damage taken 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.

"They screamed her name in adulation as they gave their very lives. She looked on with impatience."

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% of Dmg is taken from Mana before Life10% of Damage is taken from Mana before Life

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

Added: (6-10)% of Dmg taken Recouped as Mana(6-10)% of Damage taken Recouped as Mana

Atziri's Contempt Lv. 72+
Atziri's Contempt

Base: Pronged Spear

Req: 46 Str | 115 Dex

Lvl PhysElemental DamageCritAPS DPS
72 62-18292-1295.00%1.71 398

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

Shattering Spite

Lv 17
AttackAoEPhysicalLightningFire

Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have inc. area of effect, and Leech Life from enemies caught in the blast.

  • Converts 40 % of Physical damage to Fire damage
  • Converts 40 % of Physical damage to Lightning damage
  • +0.35 seconds to Total Attack Time
  • 50 % less Magnitude of Damaging Ailments inflicted
  • Cannot inflict Bloodstone Lances
  • Life Leech recovers based on this Skill's Elemental damage as well as Physical damage
  • Explosion radius is 1.5 m
  • Explosions deal 20 % more Dmg per Bloodstone Lance
  • Explosions with at least 5 Bloodstone Lances have 5 % inc. AoE per Bloodstone Lance
  • Leech 10 % of Physical Atk Dmg as Life from Explosions with at least 10 Bloodstone Lances
  • Bloodstone Lances are shattered based on 200 % of your Presence area
  • Explosion radius is (0 - 0.2) mExplosion radius is 0.2 m
Implicit
  • Grants Skill: Spear ThrowGrants Skill: Spear Throw
  • Grants Skill: Level 17 Shattering SpiteGrants Skill: Level 17 Shattering Spite
Explicit
  • - (100-120) % inc. Phys.Dmg(100-120) % increased PhysicalPhysical

    10% increased Physical Damage
    Damage
  • - Adds (83-97) to (123-153) FireFire

    Fire damage is one of the five Damage Types . It is reduced by Fire Resistance . Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite .
    .Dmg
    Adds (83-97) to (123-153) 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
  • - Adds 1 to (193-207) Light.DmgAdds 1 to (193-207) 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
  • - (10-16) % inc. Atk Speed(10-16) % increased 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.
    Speed
  • - (60-80) % inc. 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.
    AoE
    (60-80) % increased 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.
    Area of Effect
  • Spear Skills inflict a Bloodstone Lance 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.
    , up to a max of 30 on each target
    Spear Skills inflict a Bloodstone Lance 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.
    , up to a maximum of 30 on each target

""My people? I'm not doing this for them. They belong to me. They want this for me. Their sacrifice is a gift they give out of love and adoration... I deserve it. I am their Queen.""

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)% inc. Ele.Dmg with Attacks(100-150)% increased Elemental Damage with Attacks

Added: +(2-4)% to Crit%+(2-4)% to Critical Hit Chance

Added: Hits have (15-30)% chance to treat Enemy Monster Elemental Resistance values as invertedHits have (15-30)% chance to treat Enemy Monster Elemental Resistance values as inverted

Added: Proj have (50-75)% chance to Fork if you've dealt a Melee Hit in the past eight secondsProjectiles have (50-75)% chance to Fork if you've dealt a Melee Hit in the past eight seconds

Bosses

#

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 18
Effect
(10-25)% chance to add a Vaal Beacon Unique Monster to the Map
(10-30)% increased Pack Size for Monsters around Vaal Beacons in Map
(25-50)% increased chance Vaal Beacons summon additional Monsters in Map
(30-60)% chance for an extra packs of Monsters around Vaal Beacons in Map
(30-60)% increased chance Vaal Beacon Chests are Rare in Map
(5-10)% chance to gain an additional Crystal from Vaal Beacons in Map
1 extra packs of Monsters around Vaal Beacons 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

Tablet Guide

#
IconNode#Effect (Max Total if all picked)
The Lost ArchitectThe Lost ArchitectNotable1Zantipi's MedallionZantipi's Medallion

Zantipi's Medallion adds one to the number of random WaystoneWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
Modifiers added to your Temple.
can be found from Unique Monsters in the Temple
Patrolling LegionsPatrolling LegionsNotable120 % chance Vaal BeaconVaal Beacon

Activating Vaal Beacons Energises CrystalsEnergised Crystal

Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.

6 Energised Crystals are required to power the Temple Console.
allowing access to Atziri's Temple.

Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
Unique Monsters are added to the Area for each Vaal BeaconVaal Beacon

Activating Vaal Beacons Energises CrystalsEnergised Crystal

Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.

6 Energised Crystals are required to power the Temple Console.
allowing access to Atziri's Temple.

Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
in an Area
Efficient ArteriesEfficient ArteriesNotable120 % increased effect of Room Temple Modifiers from Rooms with 4 adjacent rooms
Riches of the EmpireRiches of the EmpireNotable1Temple CurrencyTemple Currency

Temple Currency are currency items found primarily throughout the Temple.

These currency items typically interact with Corrupted ItemsCorrupted Items

Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
in a variety of ways.
found inside the Temple has 15 % chance to be duplicated
Loyal GatekeepersLoyal GatekeepersNotable150 % chance Vaal BeaconVaal Beacon

Activating Vaal Beacons Energises CrystalsEnergised Crystal

Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.

6 Energised Crystals are required to power the Temple Console.
allowing access to Atziri's Temple.

Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
Unique Monsters have an EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Modifier
Offerings to the QueenOfferings to the QueenNotable150 % chance Rare Vaal BeaconVaal Beacon

Activating Vaal Beacons Energises CrystalsEnergised Crystal

Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.

6 Energised Crystals are required to power the Temple Console.
allowing access to Atziri's Temple.

Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
chests contain an additional random Temple CurrencyTemple Currency

Temple Currency are currency items found primarily throughout the Temple.

These currency items typically interact with Corrupted ItemsCorrupted Items

Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
in a variety of ways.
Item
25 % chance Vaal BeaconVaal Beacon

Activating Vaal Beacons Energises CrystalsEnergised Crystal

Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.

6 Energised Crystals are required to power the Temple Console.
allowing access to Atziri's Temple.

Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
Unique Monsters drop an additional random Temple CurrencyTemple Currency

Temple Currency are currency items found primarily throughout the Temple.

These currency items typically interact with Corrupted ItemsCorrupted Items

Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
in a variety of ways.
Military ReinforcementsMilitary ReinforcementsNotable150 % increased chance Vaal BeaconsVaal Beacon

Activating Vaal Beacons Energises CrystalsEnergised Crystal

Energised Crystals are collected by energising Vaal Beacons throughout Wraeclast, and are required to access Atziri's Temple.

6 Energised Crystals are required to power the Temple Console.
allowing access to Atziri's Temple.

Within the Vaal Ruins a Vaal architect's console may be activated to allow the manipulation of the Temple before activating a temporal portal to travel back in time to 400 BIC, during the reign of Queen Atziri.
summon additional Monsters
Bloodrite VestmentsBloodrite VestmentsNotable1Atziri's Vault will drop a Sacrificial Regalia
Atziri's AssetsAtziri's AssetsKeystone (Choice)1Requires defeating Atziri in the Temple
Choice (pick 1): Atziri's Vault will contain an additional reward
Option 1: Vaal Unique Item
Option 2: Medallion
Option 3: Temple CurrencyTemple Currency

Temple Currency are currency items found primarily throughout the Temple.

These currency items typically interact with Corrupted ItemsCorrupted Items

Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
in a variety of ways.

Option 4: 20 % chance of an extra Atziri Unique
Expanded DesignsExpanded DesignsNotable1Defeating the Architect allows placement of an additional Restricted RoomRestricted Room

Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
Royal PrerogativeRoyal PrerogativeNotable1Restricted RoomsRestricted Room

Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
have 15 % chance to avoid Destabilisation
Protected TreasuresProtected TreasuresNotable1Restricted RoomsRestricted Room

Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
have 50 % chance to contain additional chests or drop additional items
Secrets of the AncientsSecrets of the AncientsNotable1Adds Terraforming Research Restricted RoomsRestricted Room

Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
which add BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Bonuses to the Temple
Transcendent ProgressTranscendent ProgressNotable1Temple Rooms may now be upgraded to Tier 4
Power RelaysPower RelaysNotable120 % increased effect of Room Temple Modifiers
Xipocado's MachinationsXipocado's MachinationsNotable11.5 % increased effect of Room Temple Modifiers for each different Room in the Temple
Stolen AuthorityStolen AuthorityNotable135 % increased MedallionsMedallions

Medallions are obtained from Atziri's Temple and can be used to modify the Temple in various ways.
found
Training and PreparationTraining and PreparationNotable1Atziri's Temple has + 1 Area Level
Reduced DestabilizationReduced DestabilizationPassive182 % (max: 36%) reduced Temple DestabilisationTemple Destabilisation

Each time you enter the Temple a random selection of rooms are Destabilised, removing them permanently when you next exit.

In addition to the randomly selected rooms, some rooms are Destabilised upon completion. Restricted RoomsRestricted Room

Restricted Rooms are those that are placed by using Xipocado's Console in the Architect's Chamber
that are accessible will always destabilise upon exiting the Temple.

Defeating the Architect or Atziri causes greater Destabilisation.
Open Atlas Tree

Overview

Atlas Tree - Temple Passive Nodes

POE2 Atlas passives. Count shows the number of small passives.

Atlas Nodes

#

Trials Overview

  • The Trial of the Sekhemas and Trial of Chaos offer two routes to Ascendancy progress. Both also have repeatable rewards beyond your first completion.
  • Choose a trial below for its mechanics, progression and rewards. Ascendancy points are character progression; they are separate from Atlas passive points.

Overview

#

Ascendancy Points

In-game hint

Ascendancy Passive Skill Points can be allocated in your Ascendancy Skill Tree once you have chosen your Ascendancy. Your Ascendancy class is unlocked by completing any Ascension Trial. In order to change your Ascendancy, you must complete an Ascension Trial to the furthest extent you have successfully already done so, and then interact with the Ascendancy Altar while you have no Ascendancy Passive Skill Points currently assigned. Trialmaster and Balbala will offer the ability to refund passive points while in rooms with Ascendancy Altars to facilitate this.

You can obtain 4 sets of 2 Ascendancy Points for a total of 8 in the following ways:
Set 1 - Completing floor 1 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 7 Trials
Set 2 - Completing floor 2 of the Trial of the Sekhemas or completing the Trials of Chaos
Set 3 - Completing floor 3 of the Trial of the Sekhemas or completing the Trials of Chaos with at least 10 Trials
Set 4 - Completing floor 4 of the Trial of the Sekhemas or completing the secret challenge behind the locked door in the Trials of Chaos

Claiming points in a party

Guide

For Trial of Chaos, you must be in the instance when the boss dies to claim points. Joining a finished instance does not qualify. Use the Ascendancy Altar after an eligible completion.

Changing your Ascendancy

Guide

Complete a trial to the furthest extent you have already successfully completed. Refund all allocated Ascendancy points, then interact with the Ascendancy Altar. Balbala and the Trialmaster offer refunds in altar rooms.

Overview

Ascendancy Points

  • There are eight Ascendancy points, awarded as four sets of two. Completing an eligible trial unlocks your Ascendancy class and later completions unlock further sets; repeating an already-earned set does not add another pair.
  • Check the entry item’s Ascendancy eligibility before starting. Sekhemas progression follows floors 1, 2, 3 and 4. The current client hint gives incomplete early-tier wording for Chaos: it specifies at least seven Trials for set 1 but no count for set 2. Do not use those two lines alone as an entry-item buying guide.

Ascendancy Points

#

Trial of the Sekhemas: Overview

  • Use a Djinn Barya for the Trial of the Sekhemas. Prepare the Relic Altar before beginning, then choose a route through the rooms while protecting your Honour.
  • For Ascendancy progress, select an entry that reaches your next required floor. Relics help you complete the run; equipping them does not directly award points.

Overview

#

Honour

In-game hint

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, 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.
and Runic WardRunic Ward

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.
. Your maximum Mana is also added if you have Mind Over Matter.

Honour Resistance

In-game hint

You lose this much less HonourHonour

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.
.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.

Sacred Water

In-game hint

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase BoonsBoons

Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.
Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred Water.
Boons can be either Minor or Major, providing varying benefits to your Trial.
from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.

Boons

In-game hint

Boons are positive effects that are applied to the Trial of the Sekhemas; making them easier to run.
Boons can be gained from certain Maraketh Shrines or from buying them from the Trial Merchant using Sacred WaterSacred Water

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
.
Boons can be either Minor or Major, providing varying benefits to your Trial.

Afflictions

In-game hint

Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.

Client reference: unused entries are excluded and repeated stages grouped. Entries with uncertain versions or amounts are labelled below.

Minor afflictions — 36 named entries
NameEffect
Black Smoke

You can see one fewer room ahead on the Trial Map

Blunt Sword

You and your Minions deal 40% less Damage

Chains of Binding

Monsters inflict Binding ChainsBinding Chains

Binding Chains is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
on HitHit Damage

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.

Costly Aid

Gain a random Minor AfflictionAfflictions

Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
when you venerate a Maraketh Shrine

Dark Pit

Traps deal 100% increased Damage

Deceptive Mirror

You are not always taken to the room you select

Dishonoured Tattoo

100% increased Damage Taken while on Low LifeLow Life

A player or monster is on Low Life if it has 35% of its Maximum Life or less.

Exhausted Wells

Chests no longer grant Sacred WaterSacred Water

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.

Fiendish Wings

Monsters' Action Speed cannot be slowed below base
Monsters have 25% increased Attack, Cast and Movement Speed

Forgotten Traditions

50% reduced Effect of your Non-UniqueItem Rarity

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.
RelicsRelics

Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.
Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.
Selected Relics cannot be changed while you have an active Trial.
Relics have varying dimensions, so arrange them carefully to maximise your benefits.
You can unlock more Relic slots by killing bosses deeper into the Trials.
Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.

Gate Toll

Lose 30 Sacred WaterSacred Water

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
on room completion

Golden Smoke

Rewards are unknown on the Trial Map

Haemorrhage

You cannot restore HonourHonour

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.
(removed after killing the next Boss)

Honed Claws

Monsters deal 30% more Damage

Hungry Fangs

Monsters remove 5% of your Life, Mana 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.
on HitHit Damage

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.

Iron Manacles

You have no 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.

Leaking Waterskin

Lose 20 Sacred WaterSacred Water

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
when you take Damage from an Enemy HitHit Damage

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.

Low Rivers

50% less Sacred WaterSacred Water

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
found

Myriad Aspersions

When you gain an AfflictionAfflictions

Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
, gain an additional random Minor AfflictionAfflictions

Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.

Purple Smoke

AfflictionsAfflictions

Afflictions are negative effects that are applied to the Trial of the Sekhemas; making them harder to run.
Afflictions will be applied for entering certain rooms in the Trial or from encountering certain Maraketh Shrines.
Afflictions can be either Minor or Major, providing varying negative effects to your Trial.
are unknown on the Trial Map

Rapid Quicksand

Traps are faster

Red Smoke

Room types are unknown on the Trial Map

Rusted Mallet

Monsters always KnockbackKnockback

Knockback pushes Enemies away when Hit.

Monsters have increased KnockbackKnockback

Knockback pushes Enemies away when Hit.
Distance

Season of Famine

The Merchant offers 50% fewer choices

Sharpened Arrowhead

You have no ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.

Shattered Shield

You have 50% less 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.

Spiked Exit

Take (amount not resolved) PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
Damage on Room Completion

Spiked Shell

Monsters have 50% increased Maximum Life

Suspected Sympathiser

50% reduced HonourHonour

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.
restored

Tattered Blindfold

90% reduced Light Radius
Minimap is hidden

Trade Tariff

50% increased Merchant prices

Tradition's Demand

The Merchant only offers one choice

Untouchable

You are CursedCurses

Curses significantly Debuff affected targets. By default a target can have one Curse on them at a time.

Higher Rarity enemies are less affected by Curses:

15% less Curse effect on Magic monsters
30% less Curse effect on Rare monsters
50% less Curse effect on Unique monsters
with EnfeebleEnfeeble

Enfeeble is a Curse that lessens the damage dealt by those affected. If not otherwise specified, Enfeeble lessens damage dealt by unique targets by 10%, and other targets by 20%.

Weakened Flesh

25% less Maximum HonourHonour

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.

Winter Drought

Lose all Sacred WaterSacred Water

Sacred Water is a resource you find within the Trial of the Sekhemas. It is used to purchase Boons from merchants and venerate Maraketh Shrines, granting you various effects within the Trial.
on floor completion

Worn Sandals

30% reduced Movement Speed if you've been HitHit Damage

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 an Enemy RecentlyRecently

Recently refers to the past 4 seconds.

Overview

Trial of the Sekhemas: Mechanics

  • Read each room’s objective and the next route choices before committing. Balance rewards against the danger of further Honour loss and Afflictions.

Mechanics

#

Ascendancy milestones

CompleteNew pointsTotal
Floor 1First pair2
Floor 2Second pair4
Floor 3Third pair6
Floor 4Fourth pair8

Prepare for the longer run

Guide

Fit your Relics before starting, check Honour ResistanceHonour Resistance

You lose this much less Honour.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.
, and plan how you will protect your remaining HonourHonour

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.
. Deeper bosses also unlock additional Relic slots.

Relics support progression

Guide

Relics change the conditions of the run. Ascendancy points come from completing the eligible trial milestone, not from collecting or placing a Relic.

Rattlecage, the Earthbreaker

Floor 1: Test of Strength

Location

Trial of the Sekhemas — Collapsing Cavern

Access

Use a Djinn Barya that includes at least 1 floor, then complete the route to the end of Test of Strength.

Defeat the floor boss, then claim any eligible Ascendancy points at the altar. Check the Barya's Ascendancy eligibility before starting.

Hadi of the Flaming River

Floor 2: Test of Will — Terracotta Sentinels

Location

Trial of the Sekhemas — Ceremonial Chamber

Access

Use a Djinn Barya that includes at least 2 floors, then complete the route to the end of Test of Will.

Hadi and Rafiq share the second-floor encounter. Defeat both Terracotta Sentinels to complete this floor. Check the Barya's Ascendancy eligibility before starting.

Rafiq of the Frozen Spring

Floor 2: Test of Will — Terracotta Sentinels

Location

Trial of the Sekhemas — Ceremonial Chamber

Access

Use a Djinn Barya that includes at least 2 floors, then complete the route to the end of Test of Will.

Hadi and Rafiq share the second-floor encounter. Defeat both Terracotta Sentinels to complete this floor. Check the Barya's Ascendancy eligibility before starting.

Ashar, the Sand Mother

Floor 3: Test of Cunning

Location

Trial of the Sekhemas — Sand Pit

Access

Use a Djinn Barya that includes at least 3 floors, then complete the route to the end of Test of Cunning.

Defeat the floor boss, then claim any eligible Ascendancy points at the altar. Check the Barya's Ascendancy eligibility before starting.

Zarokh, the Temporal

Floor 4: Test of Time

Location

Trial of the Sekhemas — Outside of Time

Access

Use a Djinn Barya that includes at least 4 floors, then complete the route to the end of Test of Time.

Zarokh is the final boss of the four-floor Trial. Check the Barya's Ascendancy eligibility before starting; Unique Relic reward conditions are listed under Relics & Honour.

Overview

Progress

#

Trial of the Sekhema Keys

In-game hint

Bronze, Silver or Gold Keys are sometimes awarded for completing rooms or for killing monsters within the Trial of the Sekhemas. After completing each floor of the Trial there will be an assortment of Bronze, Silver and Gold caches which can be opened by their respective key, revealing treasures within.

Zarokh and Unique Relics

Guide

Some Unique Relics specify a reward from Zarokh, the Temporal while imposing an extra challenge. The Desperate Alliance targets Against the Darkness; The Last Flame targets Temporalis with maximum Honour reduced to 1. Read the item’s conditions before committing.

Higher-level Trials

Guide

From area level 65, Sekhemas has inherent monster and loot bonuses because Atlas passives do not apply inside.

Overview

Rewards

#

Relics

In-game hint

Relics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.
Relics influence various aspects of the Trial to make it easier. Your Relics persist between Trials.
Selected Relics cannot be changed while you have an active Trial.
Relics have varying dimensions, so arrange them carefully to maximise your benefits.
You can unlock more Relic slots by killing bosses deeper into the Trials.
Spare Relics can be stored in the Relic Locker or any of your personal stash tabs.

Honour Resistance

In-game hint

You lose this much less HonourHonour

Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.

Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have Mind Over Matter.
.
Maximum Honour Resistance is capped at 75% by default and cannot be higher than 90%.

Fit the altar before starting

Guide

Relics have different shapes. Arrange them to use the available slots efficiently; the selection is locked during an active trial. Additional slots open through deeper boss kills. Keep spare choices in the Relic Locker.

Read Unique Relic restrictions

Guide

The general Relic hint describes persistent Relics. Some Unique Relics explicitly say they are destroyed when applied to a Trial and impose special conditions. The Last Flame also requires a Trial of at least level 80. Check the exact item before using it.

Relic bases and altar shapes

Urn Relic
Urn Relic

Base: Relic

Implicit
  • Altar footprint: 1 × 2Altar footprint: 1 × 2
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—
Amphora Relic
Amphora Relic

Base: Relic

Implicit
  • Altar footprint: 1 × 3Altar footprint: 1 × 3
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—
Vase Relic
Vase Relic

Base: Relic

Implicit
  • Altar footprint: 1 × 4Altar footprint: 1 × 4
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—
Seal Relic
Seal Relic

Base: Relic

Implicit
  • Altar footprint: 2 × 1Altar footprint: 2 × 1
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—
Coffer Relic
Coffer Relic

Base: Relic

Implicit
  • Altar footprint: 2 × 2Altar footprint: 2 × 2
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—
Tapestry Relic
Tapestry Relic

Base: Relic

Implicit
  • Altar footprint: 3 × 1Altar footprint: 3 × 1
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—
Incense Relic
Incense Relic

Base: Relic

Implicit
  • Altar footprint: 4 × 1Altar footprint: 4 × 1
  • Place in the Relic Altar before starting the Trial.Place in the Relic Altar before starting the Trial.
Basic—

Unique Relics

The Peacemaker's Draught Lv. 64+
The Peacemaker's Draught

Base: Amphora Relic

Explicit
  • Zarokh, the Temporal drops 1 additional BaryasZarokh, the Temporal drops 1 additional Baryas
  • Your Armour , Evasion and ES are zeroYour Armour , Evasion and Energy Shield are zero
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial
Basic—
The Changing Seasons Lv. 64+
The Changing Seasons

Base: Seal Relic

Explicit
  • Zarokh, the Temporal drops Sandstorm VisageZarokh, the Temporal drops Sandstorm Visage
  • Cannot restore HonourCannot restore Honour
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial
Basic—
The Burden of Leadership Lv. 64+
The Burden of Leadership

Base: Tapestry Relic

Explicit
  • Zarokh, the Temporal drops Sekhema's ResolveZarokh, the Temporal drops Sekhema's Resolve
  • Rooms are unknown on the Trial MapRooms are unknown on the Trial Map
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial
Basic—
The Last Flame Lv. 65+
The Last Flame

Base: Incense Relic

Explicit
  • Zarokh, the Temporal drops TemporalisZarokh, the Temporal drops Temporalis
  • Dmg taken cannot be AbsorbedDamage taken cannot be Absorbed
  • Maximum Honour is 1Maximum Honour is 1
  • Cannot be used with Trials below level 80Cannot be used with Trials below level 80
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial
Basic—
The Desperate Alliance Lv. 65+
The Desperate Alliance

Base: Vase Relic

Explicit
  • Zarokh, the Temporal drops Against the DarknessZarokh, the Temporal drops Against the Darkness
  • Zarokh, the Temporal deals 100 % more DmgZarokh, the Temporal deals 100 % more Damage
  • Zarokh, the Temporal takes 75 % less DmgZarokh, the Temporal takes 75 % less Damage
  • This item is destroyed when applied to a TrialThis item is destroyed when applied to a Trial
Basic—

Unique Relics from the current item catalog. Read each item’s Trial level, restrictions and consumption rules.

Relic modifiers

NameTypeItem levelRelic basesModifier
SteadfastPrefix1Urn, Seal(5—8)% increased maximum Life
EnduringPrefix40Urn, Seal(9—12)% increased maximum Life
AdamantPrefix55Urn, Seal(13—16)% increased maximum Life
ArdentPrefix67Urn, Seal(17—20)% increased maximum Life
ResolutePrefix76Urn, Seal(21—25)% increased maximum Life
HonourablePrefix1Urn, Seal(9—12)% increased maximum Honour
MoralPrefix40Urn, Seal(13—16)% increased maximum Honour
PrincipledPrefix55Urn, Seal(17—20)% increased maximum Honour
RespectedPrefix67Urn, Seal(21—24)% increased maximum Honour
VenerablePrefix76Urn, Seal(25—30)% increased maximum Honour
HonourablePrefix1Amphora, Tapestry(17—20)% increased maximum Honour
MoralPrefix40Amphora, Tapestry(21—24)% increased maximum Honour
PrincipledPrefix55Amphora, Tapestry(25—30)% increased maximum Honour
RespectedPrefix67Amphora, Tapestry(31—35)% increased maximum Honour
VenerablePrefix76Amphora, Tapestry(36—45)% increased maximum Honour
RevitalisingPrefix1Amphora, Tapestry(16—20)% increased Honour restored
GalvanisingPrefix50Amphora, Tapestry(21—24)% increased Honour restored
EnliveningPrefix70Amphora, Tapestry(25—29)% increased Honour restored
EmboldeningPrefix75Amphora, Tapestry(30—34)% increased Honour restored
BrighteningPrefix80Amphora, Tapestry(35—45)% increased Honour restored
RevitalisingPrefix1Urn, Seal(6—10)% increased Honour restored
GalvanisingPrefix50Urn, Seal(11—15)% increased Honour restored
EnliveningPrefix70Urn, Seal(16—20)% increased Honour restored
EmboldeningPrefix75Urn, Seal(21—24)% increased Honour restored
BrighteningPrefix80Urn, Seal(25—29)% increased Honour restored
of DampeningSuffix1Urn, SealMonsters have (5—6)% chance to drop double Sacred Water
of SoakingSuffix35Urn, SealMonsters have (7—8)% chance to drop double Sacred Water
of DrenchingSuffix54Urn, SealMonsters have (9—10)% chance to drop double Sacred Water
of SaturatingSuffix70Urn, SealMonsters have (11—15)% chance to drop double Sacred Water
of FlowingSuffix1Urn, SealFountains have (5—6)% chance to grant double Sacred Water
of BrimmingSuffix35Urn, SealFountains have (7—8)% chance to grant double Sacred Water
of OverflowingSuffix54Urn, SealFountains have (9—10)% chance to grant double Sacred Water
of AbundanceSuffix70Urn, SealFountains have (11—15)% chance to grant double Sacred Water
of CharitySuffix1Amphora, Tapestry(6—7)% reduced Merchant Prices
of DiplomacySuffix74Amphora, Tapestry(8—10)% reduced Merchant Prices
of EmpowermentSuffix1Amphora, TapestryRestore (40—59) Honour on killing a Boss
of ChampionshipSuffix45Amphora, TapestryRestore (60—79) Honour on killing a Boss
of VictorySuffix60Amphora, TapestryRestore (80—99) Honour on killing a Boss
of ConquestSuffix72Amphora, TapestryRestore (100—119) Honour on killing a Boss
of TriumphSuffix78Amphora, TapestryRestore (120—150) Honour on killing a Boss
of RefreshmentSuffix1Amphora, TapestryRestore (25—35) Honour on venerating a Maraketh Shrine
of ConvalescenceSuffix45Amphora, TapestryRestore (30—39) Honour on venerating a Maraketh Shrine
of YouthSuffix60Amphora, TapestryRestore (40—49) Honour on venerating a Maraketh Shrine
of FreshnessSuffix72Amphora, TapestryRestore (50—59) Honour on venerating a Maraketh Shrine
of BloomSuffix78Amphora, TapestryRestore (60—75) Honour on venerating a Maraketh Shrine
Commoner'sPrefix1Urn, SealGain (30—39) Sacred Water at the start of the Trial
Dekhara'sPrefix40Urn, SealGain (40—49) Sacred Water at the start of the Trial
Djinn'sPrefix55Urn, SealGain (50—59) Sacred Water at the start of the Trial
Sekhema'sPrefix67Urn, SealGain (40—49) Sacred Water at the start of the Trial
Divinity'sPrefix76Urn, SealGain (50—59) Sacred Water at the start of the Trial
of the WellSuffix1Vase, Coffer, IncenseGain (11—15) Sacred Water when you complete a Room
of the FountainSuffix56Vase, Coffer, IncenseGain (16—20) Sacred Water when you complete a Room
of the OasisSuffix77Vase, Coffer, IncenseGain (21—30) Sacred Water when you complete a Room
of ProgressSuffix60Vase, Coffer, IncenseRestore (10—14) Honour on room completion
of AdvancementSuffix70Vase, Coffer, IncenseRestore (15—19) Honour on room completion
of HeadwaySuffix75Vase, Coffer, IncenseRestore (20—24) Honour on room completion
of BettermentSuffix80Vase, Coffer, IncenseRestore (25—30) Honour on room completion
of IlluminationSuffix1Amphora, Tapestry1 additional Rooms are revealed on the Trial Map
of ClairvoyanceSuffix76Amphora, Tapestry2 additional Rooms are revealed on the Trial Map
of IlluminationSuffix1Vase, Coffer, Incense(2—3) additional Rooms are revealed on the Trial Map
of ClairvoyanceSuffix76Vase, Coffer, Incense4 additional Rooms are revealed on the Trial Map
of DignitySuffix1Vase, Coffer, Incense(6—7)% chance to Avoid gaining an Affliction
of PrestigeSuffix55Vase, Coffer, Incense(8—9)% chance to Avoid gaining an Affliction
of GlorySuffix69Vase, Coffer, Incense(10—11)% chance to Avoid gaining an Affliction
of HonourSuffix78Vase, Coffer, Incense(12—15)% chance to Avoid gaining an Affliction
CrushingPrefix1Vase, Coffer, IncenseMonsters take (11—15)% increased Damage
PunishingPrefix56Vase, Coffer, IncenseMonsters take (16—20)% increased Damage
AnnihilatingPrefix77Vase, Coffer, IncenseMonsters take (21—30)% increased Damage
Transgressor'sPrefix1Amphora, TapestryRare Monsters take (11—15)% increased Damage
Violator'sPrefix60Amphora, TapestryRare Monsters take (16—20)% increased Damage
Disgrace'sPrefix78Amphora, TapestryRare Monsters take (21—30)% increased Damage
Challenger'sPrefix1Amphora, TapestryBosses take (11—15)% increased Damage
Usurper'sPrefix60Amphora, TapestryBosses take (16—20)% increased Damage
RegicidalPrefix78Amphora, TapestryBosses take (21—30)% increased Damage
PlentifulPrefix60Amphora, TapestryThe Merchant has 1 additional Choices
CornucopicPrefix72Disabled in client spawn weightsThe Merchant has 1 additional Choices
ResilientPrefix1Vase, Coffer, IncenseMonsters deal 6% reduced Damage
FortifiedPrefix56Vase, Coffer, IncenseMonsters deal (7—8)% reduced Damage
ImpenetrablePrefix77Vase, Coffer, IncenseMonsters deal (9—12)% reduced Damage
BulwarkPrefix1Amphora, TapestryRare Monsters deal 5% reduced Damage
BastionPrefix60Amphora, TapestryRare Monsters deal (6—7)% reduced Damage
CitadelPrefix78Amphora, TapestryRare Monsters deal (8—10)% reduced Damage
AegisPrefix1Amphora, TapestryBosses deal 5% reduced Damage
VanguardPrefix60Amphora, TapestryBosses deal (6—7)% reduced Damage
PhalanxPrefix78Amphora, TapestryBosses deal (8—10)% reduced Damage
of DiscoverySuffix1Urn, Seal(6—10)% increased quantity of Relics dropped by Monsters
of LearningSuffix50Urn, Seal(11—15)% increased quantity of Relics dropped by Monsters
of InvestigationSuffix80Urn, Seal(16—20)% increased quantity of Relics dropped by Monsters
ReinforcedPrefix1Urn, Seal(20—29)% increased Armour, Evasion and Energy Shield
LayeredPrefix50Urn, Seal(30—39)% increased Armour, Evasion and Energy Shield
ThickenedPrefix65Urn, Seal(40—49)% increased Armour, Evasion and Energy Shield
GirdedPrefix75Urn, Seal(50—70)% increased Armour, Evasion and Energy Shield
Light-footedPrefix1Disabled in client spawn weightsTraps deal (3—4)% reduced Damage
AcrobaticPrefix1Urn, SealTraps deal (5—7)% reduced Damage
LimberPrefix78Urn, SealTraps deal (8—10)% reduced Damage
NimblePrefix1Urn, Seal(3—4)% increased Movement Speed
SwiftPrefix55Urn, Seal(5—6)% increased Movement Speed
HastedPrefix78Urn, Seal(7—10)% increased Movement Speed
of LungingSuffix1Urn, Seal+(0.3—0.4) metres to Dodge Roll distance
of EludingSuffix70Urn, Seal+(0.5—0.7) metres to Dodge Roll distance
of UnyieldingSuffix1Urn, Seal(8—11)% reduced Slowing Potency of Debuffs on You
of UnrelentingSuffix55Urn, Seal(12—15)% reduced Slowing Potency of Debuffs on You
of the PathfinderSuffix76Urn, Seal(16—20)% reduced Slowing Potency of Debuffs on You
of StoutnessSuffix1Urn, SealHits against you have (12—15)% reduced Critical Damage Bonus
of TenacitySuffix55Urn, SealHits against you have (16—19)% reduced Critical Damage Bonus
of UnwaveringSuffix76Urn, SealHits against you have (20—25)% reduced Critical Damage Bonus
Pilferer'sPrefix1Vase, Coffer, IncenseWhen you gain a Key (7—9)% chance to gain another
Picklock'sPrefix60Vase, Coffer, IncenseWhen you gain a Key (10—12)% chance to gain another
Thief'sPrefix78Vase, Coffer, IncenseWhen you gain a Key (13—16)% chance to gain another
of DonationSuffix1Vase, Coffer, IncenseRestore (25—35) Honour on picking up a Key
of OfferingSuffix45Vase, Coffer, IncenseRestore (30—39) Honour on picking up a Key
of EntrustingSuffix60Vase, Coffer, IncenseRestore (40—49) Honour on picking up a Key
of BestowingSuffix72Vase, Coffer, IncenseRestore (50—59) Honour on picking up a Key
of BequeathingSuffix78Vase, Coffer, IncenseRestore (60—75) Honour on picking up a Key
Time-warpingPrefix1Vase, Coffer, IncenseMonsters have 4% reduced Attack, Cast and Movement Speed
ChronomancyPrefix60Vase, Coffer, IncenseMonsters have 5% reduced Attack, Cast and Movement Speed
TemporalPrefix78Vase, Coffer, IncenseMonsters have (6—7)% reduced Attack, Cast and Movement Speed
of WorthSuffix1Urn, Seal+(8—10)% to Honour Resistance
of DeservingSuffix40Urn, Seal+(11—13)% to Honour Resistance
of JustificationSuffix55Urn, Seal+(14—16)% to Honour Resistance
of EntitlementSuffix67Urn, Seal+(17—19)% to Honour Resistance
of MeritSuffix76Urn, Seal+(20—22)% to Honour Resistance
of WorthSuffix1Amphora, Tapestry+(15—20)% to Honour Resistance
of DeservingSuffix40Amphora, Tapestry+(21—25)% to Honour Resistance
of JustificationSuffix55Amphora, Tapestry+(26—30)% to Honour Resistance
of EntitlementSuffix67Amphora, Tapestry+(31—35)% to Honour Resistance
of MeritSuffix76Amphora, Tapestry+(36—40)% to Honour Resistance
of ExcellenceSuffix60Vase, Coffer, Incense+(2—3)% to Maximum Honour Resistance
of BrillianceSuffix78Vase, Coffer, Incense+(4—5)% to Maximum Honour Resistance
of AccessSuffix1Urn, Seal(6—10)% increased quantity of Keys dropped by Monsters
of AdmissionSuffix50Urn, Seal(11—15)% increased quantity of Keys dropped by Monsters
of EntrySuffix65Urn, Seal(16—20)% increased quantity of Keys dropped by Monsters
of EntranceSuffix75Urn, Seal(21—25)% increased quantity of Keys dropped by Monsters
Cheater'sPrefix1Vase, Coffer, Incense(5—8)% chance if you were to lose all your Honour to have 1 Honour instead
Deceiver'sPrefix75Vase, Coffer, Incense(9—12)% chance if you were to lose all your Honour to have 1 Honour instead
EnhancingPrefix1Vase, Coffer, Incense(3—4)% chance for each of your Keys to upgrade on completing a Floor
ReforgingPrefix60Vase, Coffer, Incense(5—6)% chance for each of your Keys to upgrade on completing a Floor
UpgradingPrefix77Vase, Coffer, Incense(7—9)% chance for each of your Keys to upgrade on completing a Floor
Honour restoredCorrupted implicit1Urn, Amphora, Vase, Seal, Coffer, Tapestry, Incense(8—10)% increased Honour restored

Relic modifiers

138 prefix/suffix tiers plus one corrupted implicit. Item level is the modifier requirement. Base eligibility follows client spawn weights; two disabled tiers are labelled. Effect wording comes from the linked POE2DB reference, matched to client 4.5.5.1 rows.

Overview

Relics & Honour

#

Trial of Chaos: Overview

  • Start with an Inscribed Ultimatum. Read its trial count and Ascendancy eligibility, then choose encounter modifiers and complete the room objectives.
  • The Progress section separates ordinary Ascendancy milestones from the Trialmaster challenge.

Overview

#

Room objectives

Guide

Slay and Survive rooms are more common than escort, sacrifice and Soul Core objectives. In Survive rooms, clearing waves accelerates spawns and killing Rare monsters reduces the timer.

Choose modifiers carefully

Guide

Difficulty modifiers now also improve monster drops. Read their values and how they combine with existing hazards.

Pause a run

Guide

Since 0.5.5, you can leave and later resume from the same room. This is not a retry after death.

Ruin

In-game hint

Ruin is gained if you are hit by a Stalking Shade inside the Trial of Chaos.

Fail the Trials on reaching 7 Ruin

Client 4.5.5.1 reference. Modifier upgrades and Wager variants retain their exact names and effects, including repeated names with different effects. Client presence alone does not confirm every entry is offered in current runs.

Encounter modifiers — 111 entries
NameEffect
Reduced Recovery

20% reduced Life, Mana, 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.
Recovery Rate

Reduced Recovery II

35% reduced Life, Mana, 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.
Recovery Rate

Reduced Recovery III

50% reduced Life, Mana, 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.
Recovery Rate

Reduced Recovery IV

65% reduced Life, Mana, 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.
Recovery Rate

Reduced Recovery V

80% reduced Life, Mana, 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.
Recovery Rate

Lessened Reach

20% less Area of Effect and 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.
Speed

Lessened Reach II

35% less Area of Effect and 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.
Speed

Lessened Reach III

50% less Area of Effect and 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.
Speed

Lessened Reach IV

65% less Area of Effect and 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.
Speed

Lessened Reach V

80% less Area of Effect and 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.
Speed

Time Paradox

BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
on you expire 50% faster and DebuffsDebuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on you expire 25% slower

Time Paradox II

BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
on you expire 100% faster and DebuffsDebuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on you expire 50% slower

Time Paradox III

BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
on you expire 200% faster and DebuffsDebuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on you expire 100% slower

Damaged Defences

20% less ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.
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.

Damaged Defences II

35% less ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.
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.

Damaged Defences III

50% less ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.
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.

Damaged Defences IV

65% less ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.
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.

Damaged Defences V

80% less ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.
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.

Reduced Resistances

-15% to Elemental 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 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.

Reduced Resistances II

-25% to Elemental 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 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.

Reduced Resistances III

-35% to Elemental 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 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.
and -5% to Maximum Elemental ResistancesMaximum Resistances

The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.

Reduced Resistances IV

-45% to Elemental 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 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.
and -10% to Maximum Elemental ResistancesMaximum Resistances

The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.

Reduced Resistances V

-55% to Elemental 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 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.
and -15% to Maximum Elemental ResistancesMaximum Resistances

The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.

Drought

Monsters grant 20% reduced FlaskFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
and CharmCharms

Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Charges on death

Drought II

Monsters grant 40% reduced FlaskFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
and CharmCharms

Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Charges on death

Drought III

Monsters grant 60% reduced FlaskFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
and CharmCharms

Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Charges on death

Drought IV

Monsters grant 80% reduced FlaskFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
and CharmCharms

Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Charges on death

Drought V

Monsters grant no FlaskFlasks

Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
and CharmCharms

Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Charges on death

Escalating Damage Taken

In each encounter room, damage taken will increase by 1% every 2.5 seconds, up to 50%

Escalating Damage Taken II

In each encounter room, damage taken will increase by 1% every 1.75 seconds, up to 50%

Escalating Damage Taken III

In each encounter room, damage taken will increase by 1% every second, up to 50%

Monster Speed

Monsters gain 10% increased Skill SpeedSkill Speed

Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
and Movement Speed

Monster Speed II

Monsters gain 15% increased Skill SpeedSkill Speed

Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
and Movement Speed

Monster Speed III

Monsters gain 20% increased Skill SpeedSkill Speed

Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to Attack Speed, Cast Speed, Warcry Speed, and similar stats.
and Movement Speed

Prismatic Monsters

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
10% of Damage as Extra Damage of a random Element

Prismatic Monsters II

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
15% of Damage as Extra Damage of a random Element

Prismatic Monsters III

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
20% of Damage as Extra Damage of a random Element

Prismatic Monsters IV

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
25% of Damage as Extra Damage of a random Element

Prismatic Monsters V

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
30% of Damage as Extra Damage of a random Element

Chaotic Monsters

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
5% of Damage as Extra Chaos Damage

Chaotic Monsters II

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
11% of Damage as Extra Chaos Damage

Chaotic Monsters III

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
17% of Damage as Extra Chaos Damage

Chaotic Monsters IV

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
23% of Damage as Extra Chaos Damage

Chaotic Monsters V

Monsters gainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
29% of Damage as Extra Chaos Damage

Deadly Monsters

Monsters have 100% increased CriticalCritical Hits

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%.
Hit Chance

Deadly Monsters II

Monsters have 200% increased CriticalCritical Hits

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%.
Hit Chance

Deadly Monsters III

Monsters have 300% increased CriticalCritical Hits

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%.
Hit Chance

Deadly Monsters IV

Monsters have 400% increased CriticalCritical Hits

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%.
Hit Chance

Deadly Monsters V

Monsters have 500% increased CriticalCritical Hits

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%.
Hit Chance

Toxic Monsters

Monsters have 10% chance to inflict BleedBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
or PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Toxic Monsters II

Monsters have 20% chance to inflict BleedBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
or PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Toxic Monsters III

Monsters have 30% chance to inflict BleedBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
or PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Toxic Monsters IV

Monsters have 40% chance to inflict BleedBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
or PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Toxic Monsters V

Monsters have 50% chance to inflict BleedBleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield

Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.

Physical damage from Hits Contributes to Bleeding Magnitude.

Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.

The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
or PoisonPoison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.

Physical and Chaos damage from Hits Contribute to Poison Magnitude.

Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.

The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Resistant Monsters

Monsters have +10% to all 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 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.

Resistant Monsters II

Monsters have +20% to all 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 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.

Resistant Monsters III

Monsters have +30% to all 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 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.

Resistant Monsters IV

Monsters have +40% to all 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 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.

Resistant Monsters V

Monsters have +50% to all 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 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.

Unstoppable Monsters

Monsters have 30% reduced SlowingSlow

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
Potency of DebuffsDebuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on them and 30% increased Stun ThresholdPlayer Stun Threshold

Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.

Unstoppable Monsters II

Monsters have 50% reduced SlowingSlow

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
Potency of DebuffsDebuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on them and 50% increased Stun ThresholdPlayer Stun Threshold

Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.

Unstoppable Monsters III

Monsters have 75% reduced SlowingSlow

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
Potency of DebuffsDebuffs

Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.

Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.
on them and 75% increased Stun ThresholdPlayer Stun Threshold

Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits. A Stun chance of less than 10% is treated as 0%.

Shielding Monsters

Monsters gain 10% of maximum Life as Extra 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.

Shielding Monsters II

Monsters gain 20% of maximum Life as Extra 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.

Shielding Monsters III

Monsters gain 30% of maximum Life as Extra 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.

Shielding Monsters IV

Monsters gain 40% of maximum Life as Extra 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.

Shielding Monsters V

Monsters gain 50% of maximum Life as Extra 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.

Volatile Fiends

Monsters have a 10% chance to release deadly VolatilesVolatiles

Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
on death. RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters leave larger ones

Volatile Fiends II

Monsters have a 20% chance to release deadly VolatilesVolatiles

Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
on death. RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters leave larger ones

Volatile Fiends III

Monsters have a 30% chance to release deadly VolatilesVolatiles

Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
on death. RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters leave larger ones

Volatile Fiends IV

Monsters have a 40% chance to release deadly VolatilesVolatiles

Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
on death. RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters leave larger ones

Volatile Fiends V

Monsters have a 50% chance to release deadly VolatilesVolatiles

Volatiles are homing orbs which move towards a target before exploding after a duration or when they get close enough, dealing damage in a larger area.
on death. RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters leave larger ones

Enraged Bosses

Bosses have 30% increased ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
and 10% increased Damage

Enraged Bosses II

Bosses have 60% increased ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
and 20% increased Damage

Enraged Bosses III

Bosses have 100% increased ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
and 30% increased Damage

Lethal Rare Monsters

30% increased RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters

Lethal Rare Monsters

60% increased RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters

Lethal Rare Monsters

RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters have an additional ModifierMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.

100% increased RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters

Stormcaller Runes

Runes will appear that will call deadly LightningLightning Damage

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.
storms if you remain in them

Stormcaller Runes II

Large runes will appear that will call deadly LightningLightning Damage

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.
storms if you remain in them

Stormcaller Runes III

Many large runes will appear that will call deadly LightningLightning Damage

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.
storms if you remain in them

Impending Doom

Rings of Doom appear on the ground which grow over time, exploding for PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
damage once they reach a maximum area

Impending Doom II

Rings and circles of Doom appear on the ground which grow over time, exploding for PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
damage once they reach a maximum area

Blood Globules

Globules of blood manifest nearby, tracking you. When above you they will fall, dealing PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
damage

Blood Globules II

Globules of blood manifest nearby, tracking you. When above you they will fall, dealing PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
damage and creating damaging blood ground

Vaal Omnitect

An ancient Vaal machination will deploy attacks against nearby intruders

Vaal Omnitect II

An ancient Vaal machination will deploy an array of attacks against nearby intruders

Vaal Omnitect III

An ancient Vaal machination will deploy a powerful array of attacks against nearby intruders

Pyramid Beams

Pyramid objects appear, projecting four rotating lasers that inflict Corrupted BloodCorrupted Blood

Corrupted Blood is a Debuff that deals Physical damage over time.
Up to 10 Corrupted Blood debuffs can be inflicted on each target.

Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
on Hit

Pyramid Beams II

Pyramid objects appear, projecting four fast rotating lasers that inflict Corrupted BloodCorrupted Blood

Corrupted Blood is a Debuff that deals Physical damage over time.
Up to 10 Corrupted Blood debuffs can be inflicted on each target.

Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.
on Hit

Petrification Statues

Challenge area contains several statues that PetrifyPetrify

Petrify is a Debuff which causes targets to become covered in stone and unable to move or act.
you if you stand within their gaze for a duration

Petrification Statues II

Challenge area contains several statues that PetrifyPetrify

Petrify is a Debuff which causes targets to become covered in stone and unable to move or act.
you if you stand within their gaze for a duration

Petrification Statues III

Challenge area contains several statues that PetrifyPetrify

Petrify is a Debuff which causes targets to become covered in stone and unable to move or act.
you if you stand within their gaze for a duration

Stalking Shade

An invulnerable shade stalks you, inflicting RuinRuin

Ruin is gained if you are hit by a Stalking Shade inside the Trial of Chaos.

Fail the Trials on reaching 7 Ruin
with its hits, it gains additional skills at higher tiers

Stalking Shade II

An invulnerable shade stalks you, inflicting RuinRuin

Ruin is gained if you are hit by a Stalking Shade inside the Trial of Chaos.

Fail the Trials on reaching 7 Ruin
with its hits, it gains additional skills at higher tiers

Stalking Shade III

An invulnerable shade stalks you, inflicting RuinRuin

Ruin is gained if you are hit by a Stalking Shade inside the Trial of Chaos.

Fail the Trials on reaching 7 Ruin
with its hits, it gains additional skills at higher tiers

Burning Turrets

Challenge area contains FireFire Damage

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.
turrets that will periodically fire 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.
ahead

Burning Turrets II

Challenge area contains more FireFire Damage

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.
turrets that will periodically fire 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.
ahead

Burning Turrets III

Challenge area contains even more FireFire Damage

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.
turrets that will periodically fire 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.
ahead

Shocking Turrets

Challenge area contains LightningLightning Damage

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.
turrets that will periodically fire 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.
ahead

Shocking Turrets II

Challenge area contains more LightningLightning Damage

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.
turrets that will periodically fire 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.
ahead

Shocking Turrets III

Challenge area contains even more LightningLightning Damage

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.
turrets that will periodically fire 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.
ahead

Temple Traps

Challenge area contains spikes that deal PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
damage to those who step on them

Temple Traps II

Challenge area contains many spikes that deal PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
damage to those who step on them

Entangling Monsters

Monsters inflict Grasping VinesGrasping Vines

Grasping Vines is a stacking Debuff that Slows character movement speed by 8% for each stack applied.
Moving will gradually remove stacks of Grasping Vines.
on HitHit Damage

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.

Random Projectiles

Your 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.
fly in random directions

Occasional Impotence

You and your MinionsMinions

Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.
deal no damage for 2 seconds every 8 seconds

Heart Tethers

Bloody hearts appear that apply tethers, SlowingSlow

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
you for 3 seconds. Breaking the tether will 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.
you and cause you to take 5% increased damage for 3 seconds

Heart Tethers II

Bloody hearts appear that apply tethers, SlowingSlow

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
you for 4 seconds. Breaking the tether will 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.
you and cause you to take 10% increased damage for 4 seconds

Heart Tethers III

Bloody hearts appear that apply tethers, SlowingSlow

Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other.

Higher Rarity enemies are less affected by Slows:

15% less Slow effect on Magic monsters
30% less Slow effect on Rare monsters
50% less Slow effect on Unique monsters

Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
you for 5 seconds. Breaking the tether will 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.
you and cause you to take 15% increased damage for 5 seconds

Blood Mist

Challenge area is enshrouded by a blood mist which makes monsters within it immune to damage

Overview

Mechanics

#

Continue a ten-Trial run

Guide

A completed ten-Trial Ultimatum permits two continuations without another entry item. Modifiers and reward quality persist; successful continuations award different Trialmaster fragments.

Be present for the boss

Guide

For party Ascendancy credit, be inside the instance when the boss dies, then claim your eligible points at the altar.

The Trialmaster

Trial of Chaos secret challenge

Location

The locked door at the end of Trial of Chaos

Access

Bring Cowardly Fate, Deadly Fate and Victorious Fate to the door at the end of a completed Trial of Chaos to challenge the Trialmaster.

Successful ten-Trial runs and their continuations award Trialmaster fragments. Two continuations are available without a new Inscribed Ultimatum; each successful run grants a different fragment.

Cowardly Fate
2.67d
Deadly Fate
1.30d
Victorious Fate
2.33d

Rewards

RewardPriceLinks
Glimpse of ChaosTribal Mask
Glimpse of Chaos Lv. 52+
Glimpse of Chaos

Base: Tribal Mask

Req: 27 Dex | 27 Int

Lvl ERESWard Recipe
52 8730- —
52 1053347 Verisium×590Vorana's Crest of the Scythe×1
Explicit
  • - Can be modified while CorruptedCan be modified while Corrupted
  • - +(50-150) to max Life+(50-150) to maximum Life
  • - +(50-150) to max Mana+(50-150) to maximum Mana
  • - (-30-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Fire ResistanceFire 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.
  • - (-30-30) % 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.
    (-30-30) % 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.
  • - (-30-30) % to Light. ResLightning 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.
    (-30-30) % 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.
  • - Chaos ResChaos 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.
    is zero
    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.
    is zero

"Man retains sanity and strives toward civilisation only under the blessed veil of ignorance."

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: +(50-150) to max ES+(50-150) to maximum Energy Shield

Added: (1-60)% inc. Chaos.Dmg(1-60)% increased Chaos Damage

Added: (1-60)% inc. Cold.Dmg(1-60)% increased Cold Damage

Added: (1-60)% inc. Light.Dmg(1-60)% increased Lightning Damage

Added: (1-60)% inc. Fire.Dmg(1-60)% increased Fire Damage

Added: +(1-60)% to Chaos Res+(1-60)% to Chaos Resistance

—
HateforgeMoulded Mitts
Hateforge Lv. 60+
Hateforge

Base: Moulded Mitts

Req: 42 Str

Lvl ARWard Recipe
60 428- —
60 28161 Verisium×400Medved's Crest of the Circle×1
Explicit
  • - (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • - Gain (3-6) 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 (3-6) 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 a random ChargeCharge

    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.
    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.
    , no more than once every (3-6) seconds
    Gain a random ChargeCharge

    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.
    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.
    , no more than once every (3-6) seconds
  • - 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.

"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

—
Mahuxotl's MachinationOmen Crest Shield
Mahuxotl's Machination Lv. 48+
Mahuxotl's Machination

Base: Omen Crest Shield

Req: 30 Str | 30 Int

Lvl Block chanceARESWard Recipe
48 25%32097- —
48 25%2041282 Unavailable

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
  • - (66-333) % inc. effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    (66-333) % increased effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
  • - (333-666) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (333-666) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    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.
  • - Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy ShieldEnergy Shield , Sacrifice all Energy ShieldEnergy Shield to gain +5% to all Maximum Resistances for 4 seconds
    Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy ShieldEnergy Shield , Sacrifice all Energy ShieldEnergy Shield to gain +5% to all Maximum Resistances for 4 seconds

"The Banished Architect sought to employ the darkest secrets 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: (33-66)% faster start of ES Recharge(33-66)% faster start of Energy Shield Recharge

Added: +(33-66)% of Armour also applies to Ele.Dmg+(33-66)% of Armour also applies to Elemental Damage

—
The AdornedDiamond
The Adorned Lv. 20+
The Adorned

Base: Diamond

Limited to: 1

Explicit
  • - (0-150) % inc. Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicMagic

    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.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    (0-150) % increased Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicMagic

    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.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.

"At their height, the Vaal glittered under the sun. A decade, a century, an aeon of prosperity... now nothing more than a passing wonder."

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: (-30-30)% reduced Global Phys.Dmg(-30-30)% reduced Global Physical Damage

Added: (0-75)% inc. Effect of Jewel Socket Passive Skills containing Corrupted Rare Jewels(0-75)% increased Effect of Jewel Socket Passive Skills containing Corrupted Rare Jewels

Added: (-30-30)% reduced Fire.Dmg(-30-30)% reduced Fire Damage

Added: (-30-30)% reduced Cold.Dmg(-30-30)% reduced Cold Damage

Added: (-30-30)% reduced Light.Dmg(-30-30)% reduced Lightning Damage

Added: (-30-30)% reduced Chaos.Dmg(-30-30)% reduced Chaos Damage

Added: (-30-30)% reduced Armour(-30-30)% reduced Armour

Added: (-30-30)% reduced ER(-30-30)% reduced Evasion Rating

Added: (-30-30) to max ES(-30-30) to maximum Energy Shield

Added: Minions deal (-30-30)% reduced DmgMinions deal (-30-30)% reduced Damage

—
Zerphi's GenesisHeavy Belt
Zerphi's Genesis Lv. 56+
Zerphi's Genesis

Base: Heavy Belt

Implicit
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (20-30) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
Explicit
  • (25-50) % inc. CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    effect duration
    (25-50) % increased CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    effect duration
  • - 50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • 50 % of Charges consumed by used Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    50 % of Charges consumed by used Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
  • - +(10-30) to Str+(10-30) to StrengthStrength

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

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % inc. Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % increased Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
  • - Corrupted BloodCorrupted Blood

    CorruptedCorrupted Blood is a Debuff that deals Physical damage over time.
    Up to 10 CorruptedCorrupted Blood debuffs can be inflicted on each target.
    CorruptedCorrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you
    Corrupted BloodCorrupted Blood

    CorruptedCorrupted Blood is a Debuff that deals Physical damage over time.
    Up to 10 CorruptedCorrupted Blood debuffs can be inflicted on each target.
    CorruptedCorrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you

"The most horrifying ideas often begin with a simple innovation."

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: (10-30)% inc. Charm Charges gained(10-30)% increased Charm Charges gained

Added: (10-30)% inc. Life Recovery from Flasks(10-30)% increased Life Recovery from Flasks

Added: Charms gain 0.5 charges per SecondCharms gain 0.5 charges per Second

Added: Remove Bleeding when you use a Life FlaskRemove Bleeding when you use a Life Flask

—

The secret challenge is the fourth Ascendancy milestone. Its unique drops are separate from the Currency and Soul Core rewards for completing ordinary Chaos runs. Listed uniques are possible drops, not guaranteed outcomes.

Glimpse of Chaos Lv. 52+
Glimpse of Chaos

Base: Tribal Mask

Req: 27 Dex | 27 Int

Lvl ERESWard Recipe
52 8730- —
52 1053347 Verisium×590Vorana's Crest of the Scythe×1
Explicit
  • - Can be modified while CorruptedCan be modified while Corrupted
  • - +(50-150) to max Life+(50-150) to maximum Life
  • - +(50-150) to max Mana+(50-150) to maximum Mana
  • - (-30-30) % to Fire ResFire Resistance

    Resistances reduce damage taken of the corresponding damage type — Fire , Cold , Lightning or Chaos — up to a Maximum . Fire , Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
    Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
    (-30-30) % to Fire ResistanceFire 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.
  • - (-30-30) % 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.
    (-30-30) % 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.
  • - (-30-30) % to Light. ResLightning 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.
    (-30-30) % 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.
  • - Chaos ResChaos 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.
    is zero
    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.
    is zero

"Man retains sanity and strives toward civilisation only under the blessed veil of ignorance."

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: +(50-150) to max ES+(50-150) to maximum Energy Shield

Added: (1-60)% inc. Chaos.Dmg(1-60)% increased Chaos Damage

Added: (1-60)% inc. Cold.Dmg(1-60)% increased Cold Damage

Added: (1-60)% inc. Light.Dmg(1-60)% increased Lightning Damage

Added: (1-60)% inc. Fire.Dmg(1-60)% increased Fire Damage

Added: +(1-60)% to Chaos Res+(1-60)% to Chaos Resistance

Hateforge Lv. 60+
Hateforge

Base: Moulded Mitts

Req: 42 Str

Lvl ARWard Recipe
60 428- —
60 28161 Verisium×400Medved's Crest of the Circle×1
Explicit
  • - (300-400) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    (300-400) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
  • - Gain (3-6) 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 (3-6) 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 a random ChargeCharge

    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.
    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.
    , no more than once every (3-6) seconds
    Gain a random ChargeCharge

    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.
    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.
    , no more than once every (3-6) seconds
  • - 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.

"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

Mahuxotl's Machination Lv. 48+
Mahuxotl's Machination

Base: Omen Crest Shield

Req: 30 Str | 30 Int

Lvl Block chanceARESWard Recipe
48 25%32097- —
48 25%2041282 Unavailable

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
  • - (66-333) % inc. effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
    (66-333) % increased effect of Socketed Soul CoresSoul Cores

    Soul Cores are artifacts of the ancient Vaal empire and function as a type of Augment .
  • - (333-666) % inc. ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    and ES
    (333-666) % increased ArmourArmour

    Armour reduces Damage taken from Hits . By default, Armour only applies to Physical Damage .
    Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.
    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.
  • - Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy ShieldEnergy Shield , Sacrifice all Energy ShieldEnergy Shield to gain +5% to all Maximum Resistances for 4 seconds
    Everlasting SacrificeEverlasting Sacrifice

    When you reach full Energy ShieldEnergy Shield , Sacrifice all Energy ShieldEnergy Shield to gain +5% to all Maximum Resistances for 4 seconds

"The Banished Architect sought to employ the darkest secrets 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: (33-66)% faster start of ES Recharge(33-66)% faster start of Energy Shield Recharge

Added: +(33-66)% of Armour also applies to Ele.Dmg+(33-66)% of Armour also applies to Elemental Damage

The Adorned Lv. 20+
The Adorned

Base: Diamond

Limited to: 1

Explicit
  • - (0-150) % inc. Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicMagic

    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.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    (0-150) % increased Effect of JewelJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.
    Socket Passive Skills | containing CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    MagicMagic

    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.
    JewelsJewel

    Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic Jewels simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.

"At their height, the Vaal glittered under the sun. A decade, a century, an aeon of prosperity... now nothing more than a passing wonder."

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: (-30-30)% reduced Global Phys.Dmg(-30-30)% reduced Global Physical Damage

Added: (0-75)% inc. Effect of Jewel Socket Passive Skills containing Corrupted Rare Jewels(0-75)% increased Effect of Jewel Socket Passive Skills containing Corrupted Rare Jewels

Added: (-30-30)% reduced Fire.Dmg(-30-30)% reduced Fire Damage

Added: (-30-30)% reduced Cold.Dmg(-30-30)% reduced Cold Damage

Added: (-30-30)% reduced Light.Dmg(-30-30)% reduced Lightning Damage

Added: (-30-30)% reduced Chaos.Dmg(-30-30)% reduced Chaos Damage

Added: (-30-30)% reduced Armour(-30-30)% reduced Armour

Added: (-30-30)% reduced ER(-30-30)% reduced Evasion Rating

Added: (-30-30) to max ES(-30-30) to maximum Energy Shield

Added: Minions deal (-30-30)% reduced DmgMinions deal (-30-30)% reduced Damage

Zerphi's Genesis Lv. 56+
Zerphi's Genesis

Base: Heavy Belt

Implicit
  • Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
    Has (1-3) CharmCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    Slots
  • (20-30) % inc. Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
    (20-30) % increased Stun ThresholdStun Threshold

    Your base Stun Threshold is equal to your maximum Life. A Hit that deals damage equal to or greater than your Stun Threshold is guaranteed to Stun you, and the chance scales down linearly for lower damage Hits . A Stun chance of less than 10% is treated as 0%.
Explicit
  • (25-50) % inc. CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    effect duration
    (25-50) % increased CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    effect duration
  • - 50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    50 % of Charges consumed by used CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    are granted to your Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
  • 50 % of Charges consumed by used Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
    50 % of Charges consumed by used Life FlasksLife Flasks

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    are granted to your CharmsCharms

    Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlask , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power . Checkpoints and Wells completely recharge Charms when activated.
    The maximum number of Charm slots is capped at 3.
  • - +(10-30) to Str+(10-30) to StrengthStrength

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

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % inc. Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
    Skills from CorruptedCorrupted

    Certain items can be found Corrupted or made Corrupted using a Vaal Orb, changing their properties unpredictably.
    Most methods of item crafting and modification cannot be used on Corrupted items. There is no penalty for using Corrupted items.
    Gems have (15-25) % increased Cost EfficiencyEfficiency

    Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased Reservation Efficiency causes your Reservations to be 67% of their base value, 100% increased Reservation Efficiency causes your Reservations to be 50% of their base value, and so on. Reduced Reservation Efficiency will cause the modified stat to grow larger instead of smaller.
    during any FlaskFlask

    Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.
    Normal enemies grant Flask charges equal to half their Power
    Magic enemies grant Flask charges equal to their Power
    Rare and Unique enemies grant Flask charges equal to twice their Power
    Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
    Effect
  • - Corrupted BloodCorrupted Blood

    CorruptedCorrupted Blood is a Debuff that deals Physical damage over time.
    Up to 10 CorruptedCorrupted Blood debuffs can be inflicted on each target.
    CorruptedCorrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you
    Corrupted BloodCorrupted Blood

    CorruptedCorrupted Blood is a Debuff that deals Physical damage over time.
    Up to 10 CorruptedCorrupted Blood debuffs can be inflicted on each target.
    CorruptedCorrupted Blood is not Bleeding and is not affected by any stats related to Bleeding .
    cannot be inflicted on you

"The most horrifying ideas often begin with a simple innovation."

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: (10-30)% inc. Charm Charges gained(10-30)% increased Charm Charges gained

Added: (10-30)% inc. Life Recovery from Flasks(10-30)% increased Life Recovery from Flasks

Added: Charms gain 0.5 charges per SecondCharms gain 0.5 charges per Second

Added: Remove Bleeding when you use a Life FlaskRemove Bleeding when you use a Life Flask

Overview

Trial of Chaos: Progress

  • Use the Ascendancy eligibility shown on your Inscribed Ultimatum. The client lists at least ten Trials for the third pair, and the secret challenge behind the locked door for the fourth pair.
  • Cowardly Fate, Deadly Fate and Victorious Fate are the three Trialmaster fragments. Their item text directs you to the door at the end of the Trial of Chaos. Completing ordinary rooms is not the same as defeating the Trialmaster.

Progress

#

Room chests

Guide

Open each completed room’s chest. Completed-run rewards are Currency and Soul Cores; corrupted equipment was removed from that reward pool.

Optional currency wager

Guide

Continuations offer a double-or-nothing currency wager. This is optional.

Using Soul Cores

Guide

Soul Cores are equipment socketables. Check their effect for the intended equipment slot in the linked Soul Core reference before using one.

Soul Core reward examples32 items

Socketable#Effect / Mods Links
24.89Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Tacati —

Martial Weapon: 25% inc. Magnitude of Poison you inflict

Armour: +13% to Chaos Res

2Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Opiloti 1

Martial Weapon: 40% inc. Magnitude of Bleeding you inflict

Helmets: 25% inc. Pin duration

20.15Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Jiquani 1

Martial Weapon: Recover 5% of max Life on Kill

Body Armours: 5% inc. max Life

45.58Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Zalatl 1

Martial Weapon: Recover 4% of max Mana on Kill

Helmets: 5% inc. max Mana

94.78Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Citaqualotl —

Martial Weapon: 40% inc. Ele.Dmg with Attacks

Armour: +6% to all Ele.Res

5.57Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Puhuarte 1

Martial Weapon: 40% inc. Ignite Magnitude

Gloves: +2% to Maximum Fire Res

2.71Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Tzamoto 1

Martial Weapon: 60% inc. Freeze Buildup

Helmets: +2% to Maximum Cold Res

2.33Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Xopec 1

Martial Weapon: 25% inc. Magnitude of Shock you inflict

Boots: +2% to Maximum Light. Res

520Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Azcapa —

Martial Weapon: +15 to Spirit

Gloves: 10% inc. Quantity of Gold Dropped by Slain Enemies

5.25Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Topotante 1

Martial Weapon: Attacks with this Weapon Penetrate 25% Ele.Res

Boots: 25% reduced Effect of Non-Damaging Ailments on you

230Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Quipolatl —

Martial Weapon: 5% inc. Atk Speed

Boots: 15% reduced Slowing Potency of Debuffs on You

4.05Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Ticaba 1

Martial Weapon: +5% to Critical Dmg Bonus

Body Armours: Hits against you have 50% reduced Critical Dmg Bonus

Shields and Bucklers: Hits against you have 50% reduced Critical Dmg Bonus

7.69Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Atmohua —

Martial Weapon: Convert 40% of req. to Str

Armour: Convert 40% of req. to Str

31.25Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Cholotl —

Martial Weapon: Convert 40% of req. to Dex

Armour: Convert 40% of req. to Dex

41.19Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZSoul Core of Zantipi —

Martial Weapon: Convert 40% of req. to Int

Armour: Convert 40% of req. to Int

128Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Abundance 1

Weapon: +1 to Level of all Plant Skill Gems

20.13Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Automation 1

Weapon: +1 to Level of all Totem Skill Gems

71.25Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Malediction 1

Weapon: +1 to Level of all Curse Skills

56.54Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Munitions 1

Weapon: +1 to Level of all Grenade Skill Gems

26.85Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Quaking 1

Weapon: +1 to Level of all Slam Skill Gems

11.06Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Radiance 1

Weapon: +1 to Level of all Herald Skill Gems

92.64Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Rallying 1

Weapon: +1 to Level of all Warcry Skill Gems

337Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Rippling 1

Weapon: +1 to Level of all Nova Skill Gems

40.25Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Severing 1

Weapon: +1 to Level of all Strike Skill Gems

9.38Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Snares 1

Weapon: +1 to Level of all Hazard Skill Gems

1.27Divine Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Squalls 1

Weapon: +1 to Level of all Wind Skill Gems

13Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Targeting 1

Weapon: +1 to Level of all Mark Skills

17.89Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZJiquani's Soul Core of Thundering 1

Weapon: +1 to Level of all Storm Skill Gems

1.63Divine Orb; price snapshot 2026-10-12T20:00:00.000ZAtziri's Soul Core of Devotion 1

Helmets: 1% inc. Spirit for each Corrupted Item Equipped

Helmets: Corrupting will always result in change

99.73Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZAtziri's Soul Core of Alacrity 1

Gloves: 1% inc. Skill Speed for each Corrupted Item Equipped

Gloves: Corrupting will always result in change

42.54Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZAtziri's Soul Core of Inoculation 1

Boots: +2% to Chaos Res for each Corrupted Item Equipped

Boots: Corrupting will always result in change

155Exalted Orb; price snapshot 2026-10-12T20:00:00.000ZAtziri's Soul Core of Vitality 1

Body Armours: 1% inc. Maximum Life for each Corrupted Item Equipped

Body Armours: Corrupting will always result in change

Prices are published snapshots.

32 source-associated Soul Cores: 15 from the PoE2DB Chaos encounter reference and 17 additions listed in the official 0.5.5 Trial of Chaos improvements. Current equipment effects and limits are shown. This is not the complete 0.5.5 reward pool or a per-room guarantee. Other Soul Cores and Temple Theses remain in the linked full Soul Core reference.

Overview

Rewards

#
IconNode#TagsEffect (Max Total if all picked)
The Chosen PathThe Chosen PathKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance of a certain content type
Option 1: EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Option 3: Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Option 4: ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 5: Strongboxes
Option 6: Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Essence and Summoning Circle ChanceEssence and Summoning Circle ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
20 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

20 % increased chance of Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Rogue Exile and Essence ChanceRogue Exile and Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
20 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

20 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Overlord's DomainOverlord's DomainKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Eastern Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: A Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Reactivation RunesRune

Runes are AugmentsAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
of Kalguuran origin and make.

Option 3: 1 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Mysteries of SilenceMysteries of SilenceNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters in the Silent Cave Unique MapsUnique Map

Contains a UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Map layout which may contain specialised rewards.

Unique Maps cannot gain additional content, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
, ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
, or StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.
have 20 % Surpassing
chance to have an additional EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Desert Biome: Essence ChanceDesert Biome: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Desert Areas have 60 % increased chance to contain EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Arid StabilityArid StabilityNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
found in Desert Areas have 50 % increased chance to be Perfect EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Swamp Biome: Essence ChanceSwamp Biome: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Swamp Areas have 60 % increased chance to contain EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Mysterious TransferenceMysterious TransferenceNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
in Swamp Areas have 25 % chance to transfer to a random Unique Monster when the EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monster is slain
Monuments in TimeMonuments in TimeNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Vaal Cities contain an additional EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Burst of EnergyBurst of EnergyNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters release SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
on death
Essence ChanceEssence ChancePassive9EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
40 % (max: 360%) increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Crystalline PatternsCrystalline PatternsKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance to find certain EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
types
Option 1: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Battle and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Battle
Option 2: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Sorcery and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Sorcery
Option 3: Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Haste and Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Alacrity
Option 4: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the Infinite and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the Infinite
Option 5: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Seeking and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Seeking
Option 6: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Opulence and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Opulence
Option 7: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Command and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Command
Corrupted LatticesCorrupted LatticesKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Select a bonus when Corrupting EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters
Option 1: Corrupting EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters cannot immediately release them and will always change their EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Corrupted EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters have 25 % chance to be Duplicated when released
Option 3: Corrupting EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters Corrupts them an additional time
Option 4: When Corrupting Rare EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters immediately releases them they are instead immediately killed
Essence DowsingEssence DowsingKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Choice (pick 1): 100 % increased chance to find certain EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
types
Option 1: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the Body and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the Body
Option 2: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the Mind and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of the Mind
Option 3: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Enhancement and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Enhancement
Option 4: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Abrasion and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Abrasion
Option 5: Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Flames and Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Insulation
Option 6: Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Ice and Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Thawing
Option 7: Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Electricity and Greater / Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of Grounding
Option 8: Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of RuinRuin

Ruin is gained if you are hit by a Stalking Shade inside the Trial of Chaos.

Fail the Trials on reaching 7 Ruin
and Perfect EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
of RuinRuin

Ruin is gained if you are hit by a Stalking Shade inside the Trial of Chaos.

Fail the Trials on reaching 7 Ruin
Inexplicable AlchemyInexplicable AlchemyNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Exalted Orbs may be used to add an additional EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
to EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters
Intensifying EnergiesIntensifying EnergiesNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters have 10 % Surpassing chance to have an
additional EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
per Explicit Modifier on the Map
Man TrapMan TrapNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
10 % chance for EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters to be Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Crystalline OvergrowthCrystalline OvergrowthNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters have 15 % chance to have an additional EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Flawless PatternsFlawless PatternsNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
30 % increased chance to find Perfect EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Greater PatternGreater PatternNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
2 % chance for minionsMinions

Minions are summoned 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.
which will accompany and fight alongside you. PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Minions will reserve a portion of SpiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
while active.
of EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters to drop a random Greater EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

MinionsMinions

Minions are summoned 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.
which will accompany and fight alongside you. PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Minions will reserve a portion of SpiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
while active.
of EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters are EmpoweredEmpowered

Monster has 25% increased Damage and 50% increased Life
Trapped SubordinateTrapped SubordinateNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rare Monster
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
have a 50 % increased chance to have an Additional Rare Monster
Imprisoned MonstrositiesImprisoned MonstrositiesNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Rare EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters have a 40 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Massive CrystalsMassive CrystalsNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
25 % chance for EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters to have double PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Corruption Areas: Essence ChanceCorruption Areas: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Areas have 60 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Energised PrecipitateEnergised PrecipitateNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
have a 10 % chance to be encrusted with EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, adding multiple EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
to the boss
Harmonic CorruptionHarmonic CorruptionNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
37 % chance when Corrupting EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters to Corrupt them an additional time
Open Atlas Tree

Guide Prelude

Essence

In-game hint

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Overview

Atlas Tree - Essence Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Essence. Hybrid rows may also appear in other main-system tables.

Essence

#
IconNode#TagsEffect (Max Total if all picked)
The Chosen PathThe Chosen PathKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance of a certain content type
Option 1: EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Option 3: Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Option 4: ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 5: Strongboxes
Option 6: Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Shrine and Strongbox ChanceShrine and Strongbox ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
20 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

20 % increased chance of Strongboxes
Azmeri Spirit and Strongbox ChanceAzmeri Spirit and Strongbox ChancePassive2StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
20 % (max: 40%) increased chance of Strongboxes
20 % (max: 40%) increased chance of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Overlord's InfluenceOverlord's InfluenceKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Western Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional Strongboxes
Option 2: 1 additional ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 3: 1 additional Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Mountain Biome: Strongbox ChanceMountain Biome: Strongbox ChancePassive1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Mountain Areas have 60 % increased chance to contain Strongboxes
Favoured TreasuresFavoured TreasuresNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Strongboxes in Mountain Areas grant a random ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Buff
Pandora's BoxPandora's BoxNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Strongboxes release the Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
when opened
Royal CraftsmanshipRoyal CraftsmanshipNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Strongboxes may roll Greater versions of existing Suffix Modifiers
Inlaid InscriptionsInlaid InscriptionsNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
+1 to maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Suffixes and total Modifiers on Rare Strongboxes
An Appropriate VaultAn Appropriate VaultNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Strongboxes have 2 % increased Item Quantity per Modifier
Specialised ContainersSpecialised ContainersNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Arcane, Cartographer's, Jeweller's and Researcher's Strongboxes can roll additional Prefix Modifiers that change the types of items they contain
Intriguing DesignsIntriguing DesignsNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Strongboxes cannot be Basic Strongboxes
Craftsman's CreedCraftsman's CreedKeystone (Choice)1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Choice (pick 1): Allows Blacksmith's, Armourer's and Basic Strongboxes to roll Prefix Modifiers that cause dropped items to require particular AttributesAttributes

StrengthStrength

Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.

Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.

Strength does not grant damage to Skills or any other benefits except where specifically stated.
, 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.
, and 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.
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.

Option 1: StrengthStrength

Strength is an AttributeAttributes

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.
required to equip most equipment that grants ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.

Option 2: DexterityDexterity

Dexterity is an AttributeAttributes

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.
required to use most equipment that grants Evasion RatingEvasion

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.
, as well as various range-aligned Weapons and Skills.

Dexterity provides an inherent bonus of +8 to Accuracy RatingAccuracy

Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.

Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
per 1 Dexterity.

Dexterity does not grant damage to Skills or any other benefits except where specifically stated.

Option 3: IntelligenceIntelligence

Intelligence is an AttributeAttributes

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.
required to use most equipment that grants 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.
, 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.

Option 4: No additional Prefix Modifiers
Enemy's HoardEnemy's HoardNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Rare Monster
Strongboxes have 25 % increased chance to be guarded by Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Bardiyan CraftsmanshipBardiyan CraftsmanshipNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
+1 to maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Suffixes and total Modifiers on Rare Strongboxes
Symbiotic StrongboxesSymbiotic StrongboxesNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
20% chance for Strongboxes to be Secured Strongboxes
Living MetalLiving MetalNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
may seek out and Possess Strongboxes
Enchanted LocksEnchanted LocksNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
+1 to maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Prefixes and total Modifiers on Rare Strongboxes
Guarded WealthGuarded WealthNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Strongboxes are guarded by an additional monster packPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Drawn to RichesDrawn to RichesNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Strongboxes have 50 % increased chance to be guarded by Magic Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Strongbox ChanceStrongbox ChancePassive11StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
40 % (max: 440%) increased chance of Strongboxes
Corruption Areas: Strongbox ChanceCorruption Areas: Strongbox ChancePassive1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Areas have 60 % increased chance of Strongboxes
Hidden CompartmentsHidden CompartmentsNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
Strongboxes have 15 % chance to be openable twice
Open Atlas Tree

Guide Prelude

Strongbox

In-game hint

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.

Strongbox Types

TypePrimary contents
StrongboxA variety of item types.
Arcane StrongboxArcane StrongboxCaster weapons and offhand Foci: Wands, Staves and Sceptres. The pictured example is guarded by 10 packs of monsters.View full-size image
Armourer's StrongboxBody Armour, Gloves, Boots and Helmets.
Blacksmith's StrongboxMartial weapons such as Maces, Spears and Quarterstaves.
Jeweller's StrongboxRings, Amulets, Jewels and potentially Belts.
Large StrongboxA variety of items with increased contained quantity.
Ornate StrongboxA variety of items with improved item rarity.
Researcher's StrongboxResearcher's StrongboxCurrency items.View image
Cartographer's StrongboxWaystones and Precursor Tablets.

Strongbox Prefixes

ModifierEncounter impact
Freezes you when activatedLow danger if the surrounding area is cleared first.
Casts Lightning StormsHigh burst danger; keep moving.
Casts Chaos BarragesDangerous but telegraphed and dodgeable.
Casts Ice SpikesCold-damage hazard.
Summons Volatile CragsHigh danger; avoid the detonations.
Guarded by 1-3 packs of Rare MonstersAdds rare packs and their modifiers.
Guarded by 4-8 packs of MonstersAdds density and positional pressure.

Strongbox Suffixes

ModifierReward impact
20-80% increased Quantity of Contained ItemsPrimary quantity roll.
105-200% more Rarity of Contained ItemsPrimary rarity roll.
Contains 1 Unique ItemAdds one Unique reward.
+1 Chest LevelRaises the contained item level.
Contains 1 Djinn BaryaAdds a Trial access item.
Contains 2 additional RunesAdds two Rune rewards.
Contains Identified ItemsDrops contents identified.

Unique Strongboxes

PreviewUnique StrongboxBehaviour / reward
Ixchel's TormentIxchel's TormentGuarantees a Unique Corrupted item with a guaranteed Enchantment.
Ogham's LegacyOgham's LegacySpawns a Rare monster that respawns with an additional modifier after each defeat, dropping rewards each time.
The Rain Festival BeetleThe Rain Festival BeetleRuns away and attacks after activation; killing it drops four Jewels with an increased chance to be Rare.
Ventor's ContraptionVentor's ContraptionUnique Researcher's Strongbox. The pictured box can be reopened 4 times, costs 200 Gold to open, and increases its Gold cost by 950% to 1050% each time opened. Drops items from Ventor's Trove. View full-size image

Overview

Atlas Tree - Strongbox Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Strongbox. Hybrid rows may also appear in other main-system tables.

Strongbox

#
Shrine

Mechanics

Activating Shrines and their temporary buffs.

Shrine

Atlas Nodes

Passive nodes, choices and unlock requirements.

Shrine: Overview

  • Defeat the Shrine’s worshippers, then claim its temporary buff. Browse the effects below or open the Atlas nodes to customise Shrine encounters.

Overview

#

Shrine

In-game hint

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Shrine Worship

In-game hint

ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's 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.
but do not count as Worshippers.

Shrine buffs

IconShrineBase durationBuffNotes
Meteoric ShrineMeteoric Shrine45 secondsYou gain Damage as Fire Damage and Meteors rain down around you. Gain 50% of Damage as Extra Fire Damage.
Tempest ShrineTempest Shrine45 secondsYou gain Damage as Lightning Damage and bolts strike the ground around you. Gain 50% of Damage as Extra Lightning Damage.
Freezing ShrineFreezing Shrine45 secondsYou gain Damage as Cold Damage and freezing shards fire around you in a spiral. Gain 50% of Damage as Extra Cold Damage.
Gloom ShrineGloom Shrine45 secondsYou gain Damage as Chaos Damage and slain enemies can explode dealing Chaos Damage based on their maximum Life. Gain 25% of Damage as Extra Chaos Damage. 100% chance for enemies you kill to explode for a quarter of their maximum Life as Chaos Damage.
Acceleration ShrineAcceleration Shrine45 secondsYou have increased Skill and Movement Speed. 60% increased Skill Speed. 40% increased Movement Speed.
Divine ShrineDivine Shrine45 secondsYou cannot be Damaged.
Seeking ShrineSeeking Shrine45 secondsYou have increased Rarity of Items Found. 100% increased Rarity of Items Found.
Enduring ShrineEnduring Shrine45 secondsYou have increased Life and Defences. 100% increased Armour, Evasion and Energy Shield. 50% increased maximum Life.
Replenishing ShrineReplenishing Shrine45 secondsYou are regenerating Life and Mana. Regenerate 10% of maximum Mana per second. Regenerate 10% of maximum Life per second.
Enlightning ShrineEnlightening Shrine45 secondsYou gain increased Experience. 100% increased Experience gained.
Greed ShrineGreed Shrine45 secondsMonsters you kill only drop gold. 100% increased Gold from enemies.
Resistance ShrineResistance Shrine45 secondsYou have additional Resistance to Elemental Damage. +50% to all Elemental Resistances. +10% to all maximum Resistances.
Diamond ShrineDiamond Shrine45 secondsYou always deal Critical Hits.
Tainted ShrineTainted Shrine45 secondsAll item drops are Corrupted.Buff icon is named Corrupting Shrine.
Greed ShrineGreed Shrine45 secondsAll Equipment found converted to other items.Alternate Greed effect; availability depends on modifiers.

Shrine buffs

Current POE2 Shrine records: 14 types plus an alternate Greed effect. Base duration is before modifiers. Legacy, PvP, Royale, Lesser and unique-item granted variants are excluded.

Overview

Mechanics

#
IconNode#TagsEffect (Max Total if all picked)
The Chosen PathThe Chosen PathKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance of a certain content type
Option 1: EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Option 3: Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Option 4: ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 5: Strongboxes
Option 6: Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Shrine and Strongbox ChanceShrine and Strongbox ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
20 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

20 % increased chance of Strongboxes
Azmeri Spirit and Shrine ChanceAzmeri Spirit and Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
20 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

20 % increased chance of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Overlord's InfluenceOverlord's InfluenceKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Western Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional Strongboxes
Option 2: 1 additional ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 3: 1 additional Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Mountain Biome: Shrine ChanceMountain Biome: Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Mountain Areas
Favoured TreasuresFavoured TreasuresNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Strongboxes in Mountain Areas grant a random ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Buff
Closer to the HeavensCloser to the HeavensNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased Effect of BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
granted by ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Mountain Areas
Water Biome: Shrine ChanceWater Biome: Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Water Areas
Cult of the RainsCult of the RainsNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Water Areas are Worshipped by an additional PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of Monsters
Hope in DespairHope in DespairNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Faridun Cities contain an additional ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Twice-Answered PrayersTwice-Answered PrayersNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
25 % chance for ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
to have an additional Effect
Divined BlessingDivined BlessingKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Choice (pick 1): 100 % increased chance to encounter certain ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 1: Seeking ShrinesSeeking Shrine

Seeking ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
grant increased RarityItem Rarity

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.
of Items Found.

Option 2: Enlightening ShrinesEnlightening Shrine

Enlightening ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
cause you to gain increased Experience.

Option 3: Gloom ShrinesGloom Shrine

Gloom ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its Presence with various effects.
Defeat all the monsters Worshipping the Shrine and interact with it to temporarily gain the power for yourself.
cause you to GainDamage Gained as extra X

Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type).

For example, Lightning damage gained from Physical damage scales with Lightning damage modifiers, but not Physical damage modifiers.

Damage Gain occurs in the same two step process as Damage Conversion. Damage over time cannot benefit from damage Gain.
Damage as Extra ChaosChaos Damage

Chaos damage is one of the five Damage Types. It is reduced by Chaos Resistance.
Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Damage and slain enemies can explode dealing Chaos Damage based on their maximum Life.
Offerings to the UnknownOfferings to the UnknownNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
20 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Worshippers
Curious SpiritsCurious SpiritsNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
have a 10 % chance to release an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, the ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Buff is reapplied when it Possesses a monster
Gathered MassesGathered MassesNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
are Worshipped by an additional PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of Monsters
Fabled ShowdownFabled ShowdownKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Gain a ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
bonus for Map Bosses
Option 1: 25 % chance ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
are reapplied when entering the Boss arena
Option 2: 25 % chance ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
are instead applied to the Boss when activated, granting an additional reward
map shrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
extra drops from boss 1
Convenient BeliefsConvenient BeliefsNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
have 10 % chance to be be Worshipped by a Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Seasonal BlessingSeasonal BlessingNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
50 % increased Duration of BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
granted by ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Shrine ChanceShrine ChancePassive8ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
40 % (max: 320%) increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Mystic GuardiansMystic GuardiansNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
33 % chance for ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Worshippers to be Magic
Favoured DiscipleFavoured DiscipleNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
50 % increased Effect of BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
granted by ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Open Atlas Tree

Guide Prelude

Overview

Atlas Tree - Shrine Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Shrine. Hybrid rows may also appear in other main-system tables.

Atlas Nodes

#
Azmeri Spirit

Mechanics

Wild, Primal, Vivid and Sacred Spirits.

Azmeri Spirit

Rewards

Idols and their socket effects.

Azmeri Spirit

Atlas Nodes

Passive nodes, choices and unlock requirements.

Azmeri Spirit: Overview

  • Follow Azmeri Spirits through monsters to build a more rewarding possession. Learn the three ordinary Spirit families and Sacred Spirits, browse Idol rewards, or customise the encounter through Atlas nodes.

Overview

#

Azmeri Spirit

In-game hint

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.

Spirit-Influenced

In-game hint

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.

Possessed

In-game hint

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.

Spirit types — three families + Sacred

FamilyMonster bonusPossessed monster rewards / Atlas interaction
WildIncreased Toughness, plus bonuses of the individual animal spirit.Strength items.
PrimalIncreased damage, plus bonuses of the individual animal spirit.Intelligence items.
VividIncreased Skill Speed, plus bonuses of the individual animal spirit.Dexterity items.
SacredSpecial spirits with their own bonuses. Worthy Hunter allows the Sacred Cunning Fox.Sacred Sap offers a choice affecting Sacred chance, an additional possession, or empowerment. Unseen Rivers does not change Sacred chance.

Wild Spirit

In-game hint

Wild Spirits are a type of Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
.

Monsters InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Wild Spirits gain increased ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
, in addition to any bonuses from the specific spirit type.

Monsters PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Wild Spirits drop StrengthStrength

Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.

Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.

Strength does not grant damage to Skills or any other benefits except where specifically stated.
items.

Primal Spirit

In-game hint

Primal Spirits are a type of Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
.

Monsters InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Primal Spirits deal increased damage, in addition to any bonuses from the specific spirit type.

Monsters PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Primal Spirits drop 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.
items.

Vivid Spirit

In-game hint

Vivid Spirits are a type of Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
.

Monsters InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type.

Monsters PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Vivid Spirits drop 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.
items.

Overview

Mechanics

#

Idol

In-game hint

Idols are a type of AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
fashioned by the Azmeri.

Atlas reward bonus

NodeRequirementsEffect
Those Who HearApplies to Level 75 + Areas Requires completing the Burning MonolithPossessed Monsters have 50 % increased chance to drop Idols

Azmeri Idols

Fox Idol
—
Effect / Mods

Body Armours: Idols socketed in this item gain the benefits of their Bonded modifiers

Sceptres: 50% increased Presence Area of Effect

Bonded — Body Armours: +5% to Quality of all Skills

Bonded — Sceptres: Minions have 30% increased Area of Effect

Rabbit Idol
—
Effect / Mods

Body Armours: 12% increased Rarity of Items found

Sceptres: 15% increased Spirit

Bonded — Body Armours: 10% increased Quantity of Gold Dropped by Slain Enemies

Bonded — Sceptres: Minions have 30% increased Cooldown Recovery Rate for Command Skills

Idol of Sirrius
—
Effect / Mods

Gloves: 8% increased Attack Speed

Sceptres: Allies in your Presence have 8% increased Movement Speed

Bonded — Gloves: 20% reduced Slowing Potency of Debuffs on You

Bonded — Sceptres: 4% increased Movement Speed

Idol of Eeshta
—
Effect / Mods

Helmets: 15% increased Cost Efficiency

Sceptres: 15% increased Mana Recovery rate while your Companion is in your Presence

Bonded — Helmets: Meta Skills have 15% increased Reservation Efficiency

Bonded — Sceptres: 8% increased Life Recovery Rate while your Companion is in your Presence

Idol of Ralakesh
—
Effect / Mods

Helmets: 8% increased Reservation Efficiency of Minion Skills

Sceptres: 40% increased Armour, Evasion and Energy Shield while your Companion is in your Presence

Bonded — Helmets: Minions Revive 8% faster

Bonded — Sceptres: Companions have 25% increased maximum Life

Idol of Maxarius
—
Effect / Mods

Body Armours: +1 Charm Slot

Sceptres: Flasks gain 0.2 charges per Second

Bonded — Body Armours: Storm Skills have +1 to Limit

Bonded — Sceptres: 20% increased Life and Mana Recovery from Flasks

Idol of Thruldana
—
Effect / Mods

Martial Weapon: 25% reduced Poison Duration, Targets can be affected by +1 of your Poisons at the same time

Sceptres: Allies in your Presence deal 13 to 27 added Attack Chaos Damage

Bonded — Martial Weapon: Gain 13% of Physical Damage as extra Chaos Damage

Bonded — Sceptres: 15% increased Withered Magnitude

Idol of Grold
—
Effect / Mods

Boots: 50% increased total Power counted by Warcries

Sceptres: 15% increased Damage per each different Companion in your Presence

Bonded — Boots: 30% increased Glory generation

Bonded — Sceptres: 15% increased Reservation Efficiency of Companion Skills

Idol of Egrin
—
Effect / Mods

Helmets: Enemies you Curse take 6% increased Damage

Sceptres: 20% increased Curse Duration

Bonded — Helmets: 20% increased Area of Effect of Curses

Bonded — Sceptres: 20% faster Curse Activation

Ox Idol
—
Effect / Mods

Shields and Bucklers: 15% increased Block chance

Sceptres: Allies in your Presence have +12% to all Elemental Resistances

Bonded — Shields and Bucklers: 15% chance for Damage of Enemies Hitting you to be Unlucky

Bonded — Sceptres: +20% of Armour also applies to Elemental Damage while Shapeshifted

Bear Idol
—
Effect / Mods

Helmets: 10% increased Area of Effect

Sceptres: Allies in your Presence deal 12 to 18 added Attack Physical Damage

Bonded — Helmets: 12% increased Reservation Efficiency of Companion Skills

Bonded — Sceptres: 40% increased Attack Damage while Shapeshifted

Primate Idol
—
Effect / Mods

Helmets: Minions have 15% increased maximum Life

Sceptres: Allies in your Presence deal 40% increased Damage

Bonded — Helmets: Remnants can be collected from 30% further away

Bonded — Sceptres: 40% increased Damage while Shapeshifted

Snake Idol
—
Effect / Mods

Gloves: 8% increased Curse Magnitudes

Sceptres: Allies in your Presence have 10% increased Attack Speed

Bonded — Gloves: Remnants you create have 15% increased effect

Bonded — Sceptres: 10% increased Skill Speed while Shapeshifted

Owl Idol
—
Effect / Mods

Foci: 12% increased Cooldown Recovery Rate

Sceptres: Allies in your Presence have 10% increased Cast Speed

Bonded — Foci: 20% increased effect of Archon Buffs on you

Bonded — Sceptres: 10% increased Skill Speed while Shapeshifted

Wolf Idol
—
Effect / Mods

Gloves: 15% increased Magnitude of Bleeding you inflict

Sceptres: Allies in your Presence have 20% increased Critical Damage Bonus

Bonded — Gloves: 25% reduced Magnitude of Bleeding on You

Bonded — Sceptres: 25% increased Critical Hit Chance while Shapeshifted

Boar Idol
—
Effect / Mods

Gloves: Gain 1 Rage on Melee Hit

Sceptres: Allies in your Presence Regenerate 0.5% of your Maximum Life per second

Bonded — Gloves: 25% increased Warcry Cooldown Recovery Rate

Bonded — Sceptres: 25% increased Life Regeneration rate while Shapeshifted

Cat Idol
—
Effect / Mods

Gloves: 25% increased Accuracy Rating

Sceptres: Allies in your Presence have 14% increased Critical Hit Chance

Bonded — Gloves: 30% increased Charm Charges gained

Bonded — Sceptres: 25% increased Critical Hit Chance while Shapeshifted

Stag Idol
—
Effect / Mods

Helmets: Projectiles have 15% chance to Fork

Sceptres: Allies in your Presence deal 1 to 40 added Attack Lightning Damage

Bonded — Helmets: Projectiles have 25% chance for an additional Projectile when Forking

Bonded — Sceptres: 40% increased Attack Damage while Shapeshifted

Azmeri Idol collection. Socket and Bonded effects are shown on each item; other Idol sources are listed in the full Items collection.

Overview

Azmeri Spirit: Rewards

  • Possessed monsters can drop Idols. Idols are Augments: their effects depend on the equipment slot, and some have additional Bonded modifiers. An Idol is not guaranteed from every possession.

Rewards

#
IconNode#TagsEffect (Max Total if all picked)
The Chosen PathThe Chosen PathKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance of a certain content type
Option 1: EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Option 3: Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Option 4: ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 5: Strongboxes
Option 6: Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri Spirit and Strongbox ChanceAzmeri Spirit and Strongbox ChancePassive2StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
20 % (max: 40%) increased chance of Strongboxes
20 % (max: 40%) increased chance of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri Spirit and Shrine ChanceAzmeri Spirit and Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
20 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

20 % increased chance of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Overlord's InfluenceOverlord's InfluenceKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Western Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional Strongboxes
Option 2: 1 additional ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 3: 1 additional Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Grass Biome: Azmeri Spirit ChanceGrass Biome: Azmeri Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Grass Areas have 60 % increased chance to contain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Whispers of the Waving GrainsWhispers of the Waving GrainsNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
50 % increased chance for Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
in Grass Areas to be Sacred SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
Moths to the FlameMoths to the FlameNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Grass Areas have a 20 % chance to also summon an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Forest Biome: Azmeri Spirit ChanceForest Biome: Azmeri Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Forest Areas have 60 % increased chance to contain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
The Hunt Goes OnThe Hunt Goes OnNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % chance for Rare Beasts in Forest Areas to be PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
by a random Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Burst of EnergyBurst of EnergyNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters release SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
on death
The Deadliest HuntThe Deadliest HuntNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Possess a Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
in the area when PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Non-Unique Monsters are slain
Curious SpiritsCurious SpiritsNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
have a 10 % chance to release an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, the ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Buff is reapplied when it Possesses a monster
Sacred SapSacred SapKeystone (Choice)1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Select a Sacred or EmpoweredEmpowered

Monster has 25% increased Damage and 50% increased Life
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Bonus
Option 1: 25 % increased chance for Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
in your Maps to be Sacred SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.

Option 2: When a Monster is PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
by a Sacred SpiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
it is also PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
by another random SpiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.

Option 3: 50 % increased Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
empowermentEmpowerment

Empowering a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
upgrades it to a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
when defeating Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.
Monsters
Unseen RiversUnseen RiversKeystone (Choice)1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Choice (pick 1): 100 % increased chance to encounter certain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.

Does not impact chance to encounter Sacred SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.

Option 1: Primal SpiritsPrimal Spirit

Primal Spirits are a type of Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
.

Monsters InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Primal Spirits deal increased damage, in addition to any bonuses from the specific spirit type.

Monsters PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Primal Spirits drop 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.
items.

map sacred spiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
chance +% hidden 33
Option 2: Wild SpiritsWild Spirit

Wild Spirits are a type of Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
.

Monsters InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Wild Spirits gain increased ToughnessToughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.
, in addition to any bonuses from the specific spirit type.

Monsters PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Wild Spirits drop StrengthStrength

Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.

Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.

Strength does not grant damage to Skills or any other benefits except where specifically stated.
items.

map sacred spiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
chance +% hidden 33
Option 3: Vivid SpiritsVivid Spirit

Vivid Spirits are a type of Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
.

Monsters InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
or PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type.

Monsters PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
by Vivid Spirits drop 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.
items.

map sacred spiritSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
chance +% hidden 33
Hunt the ApexHunt the ApexNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
may Possess Map Bosses
Those Who HearThose Who HearNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Monsters have 50 % increased chance to drop IdolsIdol

Idols are a type of AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
fashioned by the Azmeri.
The Chosen ChildrenThe Chosen ChildrenNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Monsters have 50 % increased chance to drop a Rite of Passage
Spill the SapSpill the SapNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
50 % increased Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
empowermentEmpowerment

Empowering a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
upgrades it to a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
when defeating Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.
Magic Monsters
Quickened FlowQuickened FlowNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Monsters have 25 % chance to release SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
on death
Spoils of the HuntSpoils of the HuntNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
15 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items dropped by Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.
Monsters
Worthy HunterWorthy HunterNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
may be the Sacred Cunning Fox
Viridi's SacrificeViridi's SacrificeNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
+50 % to minimum empowermentEmpowerment

Empowering a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
upgrades it to a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Grip of the WildsGrip of the WildsNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
50 % increased maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
empowermentEmpowerment

Empowering a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
upgrades it to a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Light of the DraíochtLight of the DraíochtNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
have 50 % increased Influence Area
25 % increased Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
empowermentEmpowerment

Empowering a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
upgrades it to a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
when defeating Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.
Monsters
Spirit-Touched SpoilsSpirit-Touched SpoilsNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
20 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items dropped by PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Monsters
Azmeri Spirit ChanceAzmeri Spirit ChancePassive8Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
40 % (max: 320%) increased chance of Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Cleansed Areas: Sacred Spirit ChanceCleansed Areas: Sacred Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
50 % increased chance for Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
in CleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Areas to be Sacred SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
Pandora's BoxPandora's BoxNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Strongboxes release the Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
when opened
Living MetalLiving MetalNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
may seek out and Possess Strongboxes
Freed From CorruptionFreed From CorruptionNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
50 % increased Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
empowermentEmpowerment

Empowering a Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
upgrades it to a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
when defeating
Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has been passed through by an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
monster more rewarding.
Monsters in CleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Areas
Open Atlas Tree

Overview

Atlas Tree - Azmeri Spirit Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Azmeri Spirit. Hybrid rows may also appear in other main-system tables.

Atlas Nodes

#
IconNode#TagsEffect (Max Total if all picked)
The Chosen PathThe Chosen PathKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance of a certain content type
Option 1: EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Option 3: Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Option 4: ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 5: Strongboxes
Option 6: Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Rogue Exile and Summoning Circle ChanceRogue Exile and Summoning Circle ChancePassive1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
20 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

20 % increased chance of Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Rogue Exile and Essence ChanceRogue Exile and Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
20 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

20 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Overlord's DomainOverlord's DomainKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Eastern Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: A Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Reactivation RunesRune

Runes are AugmentsAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
of Kalguuran origin and make.

Option 3: 1 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Call of the SpiritCall of the SpiritNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % chance for Forest Areas to be a Rogue Exile Hunting GroundRogue Exile Hunting Ground

Rogue Exile Hunting Grounds contain 2 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
and 5 additional PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
BeastsMonster Category

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.

Certain Skills interact with specific Monster Categories.
.
Man TrapMan TrapNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
10 % chance for EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters to be Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Well-equipped OpponentsWell-equipped OpponentsKeystone (Choice)1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Choice (pick 1): Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
have 100 % increased chance to be using items requiring certain attributesAttributes

StrengthStrength

Strength is an Attribute required to equip most equipment that grants Armour, as well as various melee-aligned Weapons and Skills.

Strength provides an inherent bonus of +2 to maximum Life per 1 Strength.

Strength does not grant damage to Skills or any other benefits except where specifically stated.
, 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.
, and 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.
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.

Option 1: StrengthStrength

Strength is an AttributeAttributes

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.
required to equip most equipment that grants ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
, 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.

Option 2: DexterityDexterity

Dexterity is an AttributeAttributes

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.
required to use most equipment that grants Evasion RatingEvasion

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.
, as well as various range-aligned Weapons and Skills.

Dexterity provides an inherent bonus of +8 to Accuracy RatingAccuracy

Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.

Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.
per 1 Dexterity.

Dexterity does not grant damage to Skills or any other benefits except where specifically stated.

Option 3: IntelligenceIntelligence

Intelligence is an AttributeAttributes

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.
required to use most equipment that grants 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.
, 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.
Legendary DuelsLegendary DuelsKeystone (Choice)1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
have 100 % increased chance to have certain types of uniques
Option 1: Weapons
Option 2: ArmourArmour

Armour reduces Damage taken from HitsHit Damage

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 default, Armour only applies to PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
DamageHit Damage

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.
.

Damage reduction from Armour is proportional to the amount of DamageHit Damage

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.
, and is more effective at reducing smaller hits.

Option 3: JewelleryJewellery

Amulets and Rings are considered Jewellery
Competitive ArchaeologyCompetitive ArchaeologyNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Tablet
5 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
to drop an additional Tablet
Wealthy ExilesWealthy ExilesNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
25 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
The Deadliest HuntThe Deadliest HuntNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Possess a Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
in the area when PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
Non-Unique Monsters are slain
Escalating RivalryEscalating RivalryNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
have 5 % chance to Flee to an adjacent Map and upgrade their EquipmentEquipment

Equipment are items that can be EquippedEquipped

Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
Famous LocalsFamous LocalsNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
15 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
in City Areas to appear in Pairs
Uncommon AlliancesUncommon AlliancesNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
10 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
to appear in Pairs
Dressed in FineriesDressed in FineriesNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
have 100 % increased chance to drop Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
Competing ExplorersCompeting ExplorersNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Waystone
10 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
to drop an additional Waystone
Here for the Same ReasonHere for the Same ReasonNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
6 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
per Explicit Modifier on the Map
Rogue Exile ChanceRogue Exile ChancePassive9Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
40 % (max: 360%) increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
City Biome: Rogue Exile ChanceCity Biome: Rogue Exile ChancePassive1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 60 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Convenient BeliefsConvenient BeliefsNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
have 10 % chance to be be Worshipped by a Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Keen CraftersKeen CraftersNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Items on Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
have maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Sockets
Open Atlas Tree

Guide Prelude

Rogue Exile

In-game hint

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Overview

Atlas Tree - Rogue Exile Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Rogue Exile. Hybrid rows may also appear in other main-system tables.

Rogue Exile

#
IconNode#TagsEffect (Max Total if all picked)
The Chosen PathThe Chosen PathKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): 100 % increased chance of a certain content type
Option 1: EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

Option 3: Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Option 4: ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 5: Strongboxes
Option 6: Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Rogue Exile and Summoning Circle ChanceRogue Exile and Summoning Circle ChancePassive1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
20 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.

20 % increased chance of Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Essence and Summoning Circle ChanceEssence and Summoning Circle ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
20 % increased chance of EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

20 % increased chance of Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Overlord's DomainOverlord's DomainKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Eastern Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: A Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Reactivation RunesRune

Runes are AugmentsAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
of Kalguuran origin and make.

Option 3: 1 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Grass Biome: Summoning Circle ChanceGrass Biome: Summoning Circle ChancePassive1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Grass Areas have 50 % increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Moths to the FlameMoths to the FlameNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Grass Areas have a 20 % chance to also summon an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Swamp Biome: Increased Summoning Circle ChanceSwamp Biome: Increased Summoning Circle ChancePassive1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Swamp Areas have 50 % increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
City Biome: Summoning Circle ChanceCity Biome: Summoning Circle ChancePassive2Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 50 % (max: 100%) increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Serle's LegacySerle's LegacyNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Ezomyte Cities contain an additional Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bring Me Your LeaderBring Me Your LeaderNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in City Areas have 5 % chance to instead summon a random CitadelCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper CitadelsCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Faridun Cities, Iron CitadelsIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Ezomyte Cities and Stone CitadelsStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
.
Boss
Distant OriginsDistant OriginsNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
10 % chance to reveal a distant The Ezomyte Megaliths Map when completing Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Runic FlareRunic FlareNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
10 % chance to upgrade the boss of a nearby Map into a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
one Tier higher.
when completing Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Danger in the WildsDanger in the WildsNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Non-City Areas have 5 % chance to instead
summon a random Deadly Map BossDeadly Map Boss

Deadly Map Bosses are specific Powerful Map BossesPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

Deadly Map Bosses can also drop items that grant access to Pinnacle BossesPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.
.
Blood on the StonesBlood on the StonesKeystone (Choice)1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Choice (pick 1): Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
summon packsPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
or a more powerful Boss
Option 1: Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bosses are Powerful
Option 2: Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
RunesRune

Runes are AugmentsAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
of Kalguuran origin and make.
are guarded by 2 PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of Random Monsters
Overheard SummonsOverheard SummonsNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
have 10 % chance to summon an additional boss
Lord of the RunesLord of the RunesNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Tablet
Overseer TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
also provide 20 % increased Effectiveness to Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bosses
Challenging FoeChallenging FoeNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bosses have a 25 % chance to have an additional Monster Modifier
Energised PrecipitateEnergised PrecipitateNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
have a 10 % chance to be encrusted with EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, adding multiple EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
to the boss
Summoning Circle ChanceSummoning Circle ChancePassive6Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
40 % (max: 240%) increased chance of Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
From Distances UntoldFrom Distances UntoldNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bosses in CleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Areas have a 25 % chance to
have an additional Monster Modifier
Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bosses with additional Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
in CleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Areas have a 5 % chance to drop a Fracturing Orb
Open Atlas Tree

Guide Prelude

Summoning Circle

In-game hint

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Overview

Atlas Tree - Summoning Circle Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Summoning Circle. Hybrid rows may also appear in other main-system tables.

Summoning Circle

#

Finding and cleansing a Nexus

StepWhat to doPractical tip
1. Find the markerLook for the Corrupted Nexus icon within a corrupted cluster. Hover it to confirm that it contains a Corrupted Boss.Use connected Atlas paths. The position and map name in the screenshots describe this player’s Atlas, not a fixed compass direction.
2. Check entry and dangerRead the destination panel and meet its Waystone tier and modifier requirements.Use modifiers your build can handle. The Nexus includes a boss encounter; extra damage and on-death threats can make progression harder.
3. Defeat the Corrupted BossComplete the Nexus encounter and defeat the Corrupted Boss to cleanse it.The normal map boss is not the whole objective. Check the Corrupted Boss and quest state before leaving.
4. Recheck the AtlasThe remaining nearby corrupted maps become Cleansed.Reopen each destination’s panel: the new state can change monsters, difficulty and rewards. Do not assume every Cleansed map has the same modifier.
5. Continue with DoryaniClearing the Nexus unlocks Doryani’s Science in the Masters of the Atlas system.Check Doryani and the current quest objective. Use Fortress progression for regular Atlas points.

In-game hints

Corruption

In-game hint

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.

Coalesced Corruption

In-game hint

Monsters slain close together have a chance to merge together and manifest powerful Monsters.

Corrupted Nexus

In-game hint

A Corrupted Nexus is the source of immense corruption, guarded by a powerful Corrupted BossCorrupted Boss

Each Corrupted Nexus is guarded by a powerful Corrupted Boss. Defeat the Corrupted Boss to cleanse the Nexus.
.

Corrupted Boss

In-game hint

Each Corrupted NexusCorrupted Nexus

A Corrupted Nexus is the source of immense corruption, guarded by a powerful Corrupted Boss.
is guarded by a powerful Corrupted Boss. Defeat the Corrupted Boss to cleanse the Nexus.

Cleansed

In-game hint

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.

Current progression and retry rules

TopicCurrent ruleSource
Doryani’s ScienceA cleared Corrupted Nexus unlocks this Master’s questline.Official 0.5.0
Atlas passive pointsThe Fortress progression system replaced the older Nexus-based Atlas point progression.Official 0.5.0
Failed Nexus attemptsFrom 0.5.5, failed Nexus maps can be retried. Dying to the map boss and respawning no longer blocks the Corrupted Boss from spawning.Official 0.5.5

Encounters and rewards to look for

WhereWhat you can findPlanning note
Corrupted Nexus bossesThe Skittermind, The Eater of Flesh, or The Pale Angel.Prepare for the boss you encounter; the screenshot only establishes the Nexus marker, not which boss is inside.
Nexus unique poolBursting Decay, Death Articulated, and The Gnashing Sash are listed in the Corrupted Nexus unique pool.Possible rewards, not guaranteed drops. See the linked Nexus reference for the item details.
Cleansed mapsDifferent monsters and area modifiers; possible bonuses include extra Cleansed packs, Gold, or altered Waystone modifier effect.Read the rolled modifier before choosing a route. The recorded Bastille has 30 extra packs; this is not a universal fixed count.
Fracturing OrbsHidden Scars enables a chance for Cleansed Monsters to drop Fracturing Orbs. From Distances Untold adds a separate conditional Summoning Circle route.Check the Atlas passives and their prerequisites below. Cleansing alone does not guarantee a Fracturing Orb.

Relevant Atlas passives

PassiveEffectRequirements
Heart of CorruptionRare Monsters in Corrupted Nexuses have a 35 % increased chance of Monster ModifiersApplies to Level 75 + Areas · Requires completing the Burning Monolith
Corruption Areas: Rare Monster Modifier ChanceRare Monsters in Corruption Areas have a 10 % increased chance of Monster ModifiersApplies to Level 75 + Areas · Requires completing the Burning Monolith · Quantity: 4
Corruption Areas: Essence ChanceCorruption Areas have 60 % increased chance of EssencesApplies to Level 75 + Areas · Requires completing the Burning Monolith
Corruption Areas: Strongbox ChanceCorruption Areas have 60 % increased chance of StrongboxesApplies to Level 75 + Areas · Requires completing the Burning Monolith
Hidden ScarsCleansed Monsters have a chance to drop Fracturing OrbsApplies to Level 75 + Areas · Requires completing the Burning Monolith
Additional Cleansed PacksCleansed Areas contain 1 additional packs of Cleansed MonstersApplies to Level 75 + Areas · Requires completing the Burning Monolith · Quantity: 4
Freed From Corruption50 % increased Azmeri Spirit empowerment when defeating Spirit-Influenced Monsters in Cleansed AreasApplies to Level 75 + Areas · Requires completing the Burning Monolith
Cleansed Areas: Sacred Spirit Chance50 % increased chance for Azmeri Spirits in Cleansed Areas to be Sacred SpiritsApplies to Level 75 + Areas · Requires completing the Burning Monolith
From Distances UntoldSummoning Circle Bosses in Cleansed Areas have a 25 % chance to have an additional Monster Modifier Summoning Circle Bosses with additional Monster Modifiers in Cleansed Areas have a 5 % chance to drop a Fracturing OrbApplies to Level 75 + Areas · Requires completing the Burning Monolith

Observed Nexus and cleansing progression

Relevant Atlas passives

These are the published Atlas node effects. Their level and progression requirements still apply; the displayed percentages are not guarantees of a reward.

Overview

Corruption / Cleansing

  • Find a Corrupted Nexus within a corrupted region of the Atlas, defeat its Corrupted Boss, then explore the remaining nearby maps after they become Cleansed. The region changes its monsters and available map effects.
  • Clearing a Nexus unlocks Doryani’s Science. Regular Atlas passive points come from Origins of Divinity and Fortress progression. Cleansing is an Atlas-area mechanic; it does not remove the Corrupted state from your equipment or Waystones.

Corruption / Cleansing

#
General Atlas Nodes

Biome

POE2 0.5: Atlas Tree Nodes

  • Temple is currently listed in POE2 as the Incursion Atlas subtree, while the point source is labelled Temple Skill Points Acquired. This draft keeps the reader-facing name as Temple and treats it as old league content beside the other endgame mechanic branches.
  • The main Atlas rows that are not attached to a content subtree are split into Extra Content groups for Essences, Strongboxes, Shrines, Azmeri Spirits, Rogue Exiles, and Summoning Circles, then General Atlas Nodes for Rare Monsters, Biomes, Tablets and Towers, Map Bosses, and reward pressure. Hybrid rows can appear in more than one table because they affect more than one system.
  • The remaining unaligned table keeps the rows that still need a home, mostly corruption, magic-pack, broad map-pressure, and truly unsorted nodes.

Overview

#
IconNode#TagsEffect (Max Total if all picked)
Apex PredatorsApex PredatorsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Rare Monsters in Desert Areas
20 % increased Rare Monsters in Forest Areas
No Simple BattlesNo Simple BattlesNotable1Rare MonsterRare Monsters have at least 3 Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Mutating MonstersMutating MonstersNotable1Rare Monster+1 to maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
on Rare Monsters
Rare Monsters have 10 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Adaptive BiologyAdaptive BiologyNotable1Rare Monster+1 to maximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
on Rare Monsters
Rare Monsters have 10 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Additional Rare Monster ChanceAdditional Rare Monster ChancePassive1Rare MonsterRare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in your Maps have a 20 % increased chance to have an Additional Rare Monster
Shattered QuestionsShattered QuestionsNotable1Rare MonsterRare Monsters in The Fractured Lake Map have 1 % chance to drop additional Fragmented MirrorFragmented Mirror

Each Mirror offers a rare item of one of the following base types:
• Dusk Ring


• Gloam Ring


• Penumbra Ring


• Tenebrous Ring


• Dusk Amulet


• Gloam Amulet


• Penumbra Amulet


• Tenebrous Amulet

JewelleryJewellery

Amulets and Rings are considered Jewellery
item
Rare Monster Modifiers ChanceRare Monster Modifiers ChancePassive9Rare MonsterRare Monsters have 5 % (max: 45%) increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Nemesis RisingNemesis RisingKeystone (Choice)1Rare MonsterApplies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Select a bonus for Rare Monsters
Option 1: 15 % increased Effectiveness of Rare Monsters in your Maps
Option 2: Rare Monsters have 30 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.

Option 3: Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in your Maps have a 50 % increased chance to have an Additional Rare Monster
Option 4: 10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Rare Monsters
Lethal VariantsLethal VariantsNotable1Rare MonsterRare Monsters have 30 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Rare MonstersRare MonstersPassive8Rare Monster5 % (max: 40%) increased Rare Monsters
Desert Biome: Rare Monster Modifiers ChanceDesert Biome: Rare Monster Modifiers ChancePassive1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in Desert Areas have a 10 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Desert Biome: Rare Monster ChanceDesert Biome: Rare Monster ChancePassive1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased Rare Monsters in Desert Areas
Harsh AdaptationsHarsh AdaptationsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in Desert Areas have a 50 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Survival of the FittestSurvival of the FittestNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Desert Areas have a 100 % increased chance to have an Additional Rare Monster
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Desert Areas with Additional Rare MonstersAdditional Rare Monsters

Additional Rare Monsters can spawn in RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monster PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.

Additional Rare Monsters in EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
Packs also carry Essences.
instead have a single Rare Monster with doubled Effectiveness
Boss of the BogBoss of the BogNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
1 Rare Monster in Swamp Areas has 15 % chance to be replaced by a random Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
City Biome: Rare Monster ModifiersCity Biome: Rare Monster ModifiersPassive2Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in City Areas have a 10 % (max: 20%) increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Dread LieutenantsDread LieutenantsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in City Areas have a 75 % increased chance to have an Additional Rare Monster
Evolutionary PressuresEvolutionary PressuresNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
25 % increased Rare Monsters in Forest Areas
Trapped SubordinateTrapped SubordinateNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rare Monster
EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
have a 50 % increased chance to have an Additional Rare Monster
Enemy's HoardEnemy's HoardNotable1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Rare Monster
Strongboxes have 25 % increased chance to be guarded by Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Heart of CorruptionHeart of CorruptionNotable1Rare Monster, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Rare Monsters in Corrupted Nexuses have a 35 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Corrupted MutationsCorrupted MutationsNotable1Rare Monster, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Rare Monsters in CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Areas have a 25 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Corruption Areas: Rare Monster Modifier ChanceCorruption Areas: Rare Monster Modifier ChancePassive4Rare Monster, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Rare Monsters in CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Areas have a 10 % (max: 40%) increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Twin ThreatsTwin ThreatsNotable1Rare Monster1 Rare Monster per Area is Duplicated
Rising DangerRising DangerNotable1Rare Monster20 % increased Rare Monsters
Open Atlas Tree

Overview

Atlas Tree - Rare Monster Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Rare Monster. Hybrid rows may also appear in other main-system tables.

Atlas Nodes

#

Client-described monster modifiers

53 client-described ordinary monster modifier variants. Availability depends on monster type and level. Unused entries and specialised encounter modifiers are excluded; additional weighted records without verified player-facing descriptions are not listed.

Client-described monster modifiers

ModifierMinimum monster levelEffect
Accurate1Monster has 200% increased Accuracy Rating.
Additional Projectiles10Monster fires 4 additional Projectiles.
Armoured1Monster gains extra Armour based off of their Strength.
Breaks Armour1Monster Breaks Armour equal to 1000% of Physical Damage dealt.
Chaos Resistant1Monster has +50% to Chaos Resistance.
Cold Resistant1Monster has +50% to Cold Resistance and +10% to Maximum Cold Resistance.
Conjures Flamewalls16Monster creates circular walls of Fire that deal damage to enemies standing in them.
Crit Resistant10Hits against this Monster have 80% reduced Critical Damage Bonus.
Damage Taken From Minions First750% of damage taken from Monster is taken from Monster's Pack Minions instead
Elemental Resistance Aura1Monster creates an Aura that grants +35% to all Elemental Resistances to Allies within 5 metres.
Empowered Periodic Invulnerability Aura45Monster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
Empowered Reviving Minions45Monster periodically revives Pack Minions with increased Life and Damage.
Empowering Volatile Crag45Monster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
Empowering Volatile Plants1Monster periodically creates Powerful Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.
Energy Shield Aura1Monster creates an Aura that grants 20% of Maximum life as added Energy Shield to Allies within 5 metres.
Enraged45Monster is Enraged; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken.
Evasive1Monster gains extra Evasion based off of their Dexterity.
Extra Chaos Damage1Monster Gains 40% of damage as extra Chaos damage.
Extra Cold Damage1Monster Gains 40% of damage as extra Cold damage.
Extra Crits12Monster has 300% increased chance to Critically Hit.
Extra Energy Shield1Monster gains 25% of Maximum life as added Energy Shield.
Extra Fire Damage1Monster Gains 40% of damage as extra Fire damage.
Extra Lightning Damage1Monster Gains 40% of damage as extra Lightning damage.
Extra Physical Damage Aura10Monster creates an Aura that grants 40% increased Physical Damage to Allies within 5 metres.
Fire Resistant1Monster has +50% to Fire Resistance and +10% to Maximum Fire Resistance.
Haste Aura10Monster creates an Aura that grants 20% increased Attack and Cast speed and 10% increased Movement speed to Allies within 5 metres.
Hasted7Monster has 30% increased Attack, Cast and Movement speed.
Heals Allies and Suppresses Foe Recovery16Monster releases a nova that reduces Enemy Life and Energy Shield Recovery Rate by 60% and causes Allies to Regenerate 5.5% of Maximum Life per second for 4 seconds within 5 metres every 8 seconds.
Hinder Aura5Monster creates an Aura that Hinders enemies within 3.6 metres.
Increased Area of Effect10Monster has 100% Increased Area of Effect.
Lightning Mirage When Hit1Monster creates a Mirage when Hit that moves towards enemies and explodes when it gets close enough, dealing Lightning Damage.
Lightning Mirages When Hit45Monster creates Mirages when Hit that move towards enemies and explode when they get close enough, dealing Lightning Damage.
Lightning Resistant1Monster has +50% to Lightning Resistance and +10% to Maximum Lightning Resistance.
Magma Barrier16Monster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing Fire Damage.
Periodic Invulnerability Aura7Monster releases a nova that makes Allies invulnerable for 5 seconds while the monster is alive within 5 metres every 12 seconds.
Periodically Enrages16Monster periodically Enrages; gaining 30% increased Damage, 25% increased Skill and Movement Speed and 33% less damage taken for 5 seconds every 10 seconds.
Powerful Minions7Monster's Pack Minions have 25% increased Damage and 50% increased Life.
Prevents Recovery Above 50%14Monster creates an Aura that Debuffs enemies within 4.2 metres, causing their Life and Energy Shield to not be able to recover past 50%.
Proximal Tangibility16Monster cannot be damaged by enemies any further than 3 metres from them.
Regenerates Life65Monster Regenerates 2% of Maximum Life per second.
Reviving Minions7Monster periodically revives Pack Minions.
Shroud Walker16Monster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
Shroud Walker16Monster periodically teleports to an enemy they can see, creating a Smoke Cloud where they leave and where they teleport to.
Siphons Flask Charges16Monster creates an Aura that removes 3 Flask and Charm charges from enemies every 3 seconds within 3.6 metres.
Siphons Mana and Deals Lightning Damage10Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle.
Siphons Mana and Deals Lightning Damage45Monster creates a circular effect that drains Mana and deals Lightning Damage over time to enemies near the edge of the circle. Additionally, Monster will periodically create separate circles that drain Mana and deal Lightning Damage over time to enemies standing in them.
Slow Resistant7Monster has 50% reduced Slowing Potency of Debuffs on them.
Stun Resistant1Monster has 250% increased Stun Threshold.
Stuns1Monster has 100% increased Stun buildup.
Temporal Bubble5Monster creates an Aura that Debuffs Enemies within 3.2 metres; Slowing by 25%, making effects expire 40% slower and reducing Cooldown Recovery Rate by 60%.
Trail of Lightning4Monster leaves a trail of Shocked Ground as they move.
Volatile Crag16Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
Volatile Plants1Monster periodically creates Volatile Plants, releasing orbs that move towards enemies; exploding when they get close enough; dealing Chaos Damage.

Overview

Rare Monster: Monster Modifiers

  • Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default. Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs. Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers. Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.

Monster Modifiers

#
IconNode#TagsEffect (Max Total if all picked)
Plentiful LandsPlentiful LandsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Magic Monsters in Grass Areas
20 % increased Magic Monsters in Water Areas
Grass Biome: Summoning Circle ChanceGrass Biome: Summoning Circle ChancePassive1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Grass Areas have 50 % increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Grass Biome: Pack SizeGrass Biome: Pack SizePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
3 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Grass Areas
Grass Biome: Azmeri Spirit ChanceGrass Biome: Azmeri Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Grass Areas have 60 % increased chance to contain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Bounty of the FieldsBounty of the FieldsNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Grass Areas
Whispers of the Waving GrainsWhispers of the Waving GrainsNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
50 % increased chance for Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
in Grass Areas to be Sacred SpiritsSpirit

Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel.

Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
can have differing amounts of available Spirit, due to weapons with Spirit (such as SceptresSceptres

Sceptres are One-Handed weapons that require Strength and Intelligence to equip. Sceptres can be equipped in your main hand or off hand, but you cannot Dual Wield two Sceptres.

Sceptres cannot be used to Attack and do not grant bonuses to Spellcasting. Instead, they grant additional Spirit and can provide bonuses to your Allies.
), Weapon Set Passive SkillsWeapon Set Passive Skill Points

Weapon Set Passive Skill Points can be allocated differently in each of your Weapon Set Passive Trees, including your default Passive Tree.
, or PersistentPersistent Skills

Persistent Skills are toggled in the Skills Panel instead of being used normally and often need to Reserve Spirit in order to be activated.
Skills that are active in specific Weapon SetsWeapon Sets

Your character has two Weapon Sets that can be used independently by equipping items into both sets.

By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel.

In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set.

Weapon Sets can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.
.
Moths to the FlameMoths to the FlameNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Grass Areas have a 20 % chance to also summon an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
History of the EzomytesHistory of the EzomytesKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Ezomyte Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Grass
Option 2: Swamp
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
Between Sand and SeaBetween Sand and SeaNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Desert Areas
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Apex PredatorsApex PredatorsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Rare Monsters in Desert Areas
20 % increased Rare Monsters in Forest Areas
Desert Biome: Rare Monster Modifiers ChanceDesert Biome: Rare Monster Modifiers ChancePassive1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in Desert Areas have a 10 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Desert Biome: Rare Monster ChanceDesert Biome: Rare Monster ChancePassive1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased Rare Monsters in Desert Areas
Desert Biome: Essence ChanceDesert Biome: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Desert Areas have 60 % increased chance to contain EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Harsh AdaptationsHarsh AdaptationsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in Desert Areas have a 50 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
Survival of the FittestSurvival of the FittestNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Desert Areas have a 100 % increased chance to have an Additional Rare Monster
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Desert Areas with Additional Rare MonstersAdditional Rare Monsters

Additional Rare Monsters can spawn in RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monster PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.

Additional Rare Monsters in EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
Packs also carry Essences.
instead have a single Rare Monster with doubled Effectiveness
Arid StabilityArid StabilityNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
found in Desert Areas have 50 % increased chance to be Perfect EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
History of the FaridunHistory of the FaridunKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Faridun Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Desert
Option 2: Mountain
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
Highs and LowsHighs and LowsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Mountain Areas
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Swamp Areas
Mountain Biome: Shrine ChanceMountain Biome: Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Mountain Areas
Mountain Biome: Strongbox ChanceMountain Biome: Strongbox ChancePassive1StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Mountain Areas have 60 % increased chance to contain Strongboxes
Mountain Biome: Rare Chest ChanceMountain Biome: Rare Chest ChancePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
25 % increased amount of Rare Chests in Mountain Areas
Favoured TreasuresFavoured TreasuresNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Strongboxes in Mountain Areas grant a random ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
Buff
Closer to the HeavensCloser to the HeavensNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased Effect of BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
granted by ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Mountain Areas
Forgotten HeightsForgotten HeightsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Quantity of Items found in Chests in Mountain Areas
History of the FaridunHistory of the FaridunKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Faridun Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Desert
Option 2: Mountain
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
Between Sand and SeaBetween Sand and SeaNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Desert Areas
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Plentiful LandsPlentiful LandsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Magic Monsters in Grass Areas
20 % increased Magic Monsters in Water Areas
Water Biome: Shrine ChanceWater Biome: Shrine ChancePassive1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
60 % increased chance of ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Water Areas
Water Biome: Item RarityWater Biome: Item RarityPassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Item RarityItem Rarity

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.
3 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Water Areas
Water Biome: Magic Pack SizeWater Biome: Magic Pack SizePassive1Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
5 % increased Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Cult of the RainsCult of the RainsNotable1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
in Water Areas are Worshipped by an additional PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of Monsters
Something in the WaterSomething in the WaterNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Magic Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Water Areas have a 25 % chance to have an additional Modifier
Thriving WatersThriving WatersNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Magic Monsters in Water Areas
History of the VaalHistory of the VaalKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Vaal Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Forest
Option 2: Water
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
Hidden Things in Shaded PlacesHidden Things in Shaded PlacesNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Forest Areas
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Highs and LowsHighs and LowsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Mountain Areas
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Swamp Areas
Swamp Biome: Unique Monster Item RaritySwamp Biome: Unique Monster Item RarityPassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Item RarityItem Rarity

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.
6 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Swamp Biome: Increased Summoning Circle ChanceSwamp Biome: Increased Summoning Circle ChancePassive1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Swamp Areas have 50 % increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Swamp Biome: Essence ChanceSwamp Biome: Essence ChancePassive1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Swamp Areas have 60 % increased chance to contain EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Mysterious Charms and TrinketsMysterious Charms and TrinketsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas per Monster Modifier
Boss of the BogBoss of the BogNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
1 Rare Monster in Swamp Areas has 15 % chance to be replaced by a random Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Mysterious TransferenceMysterious TransferenceNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
in Swamp Areas have 25 % chance to transfer to a random Unique Monster when the EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monster is slain
History of the EzomytesHistory of the EzomytesKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Ezomyte Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Grass
Option 2: Swamp
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
City Biome: Tablet EffectCity Biome: Tablet EffectPassive3BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Tablet
8 % (max: 24%) increased Effect of Tablet Explicit Modifiers on your City Maps
City Biome: Summoning Circle ChanceCity Biome: Summoning Circle ChancePassive2Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 50 % (max: 100%) increased chance to contain Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
City Biome: Rare Monster ModifiersCity Biome: Rare Monster ModifiersPassive2Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monsters in City Areas have a 10 % (max: 20%) increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
History of the VaalHistory of the VaalKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Vaal Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Forest
Option 2: Water
History of the EzomytesHistory of the EzomytesKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Ezomyte Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Grass
Option 2: Swamp
History of the FaridunHistory of the FaridunKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Faridun Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Desert
Option 2: Mountain
Guild CraftsmenGuild CraftsmenNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Humanoids have 30 % increased chance to drop Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
in City Areas
Bring Me Your LeaderBring Me Your LeaderNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in City Areas have 5 % chance to instead summon a random CitadelCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper CitadelsCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Faridun Cities, Iron CitadelsIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Ezomyte Cities and Stone CitadelsStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
.
Boss
Warring SurvivorsWarring SurvivorsNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have a 20 % chance to be Invaded by another faction
Urban SprawlUrban SprawlNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in City Areas
Just Another Day in WraeclastJust Another Day in WraeclastNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 15 % chance to be Abandoned and occupied by the Undead
Dread LieutenantsDread LieutenantsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in City Areas have a 75 % increased chance to have an Additional Rare Monster
Famous LocalsFamous LocalsNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
15 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
in City Areas to appear in Pairs
City Biome: Rogue Exile ChanceCity Biome: Rogue Exile ChancePassive1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
City Areas have 60 % increased chance of Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
Hidden Things in Shaded PlacesHidden Things in Shaded PlacesNotable1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Forest Areas
10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Apex PredatorsApex PredatorsNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
20 % increased Rare Monsters in Desert Areas
20 % increased Rare Monsters in Forest Areas
History of the VaalHistory of the VaalKeystone (Choice)1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Applies to Level 75 + Areas
Requires completing the Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the CopperCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
, IronIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
and StoneStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
CitadelsCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper Citadels in Faridun Cities, Iron Citadels in Ezomyte Cities and Stone Citadels in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning Monolith.
.

Choice (pick 1): Vaal Cities are also considered to be another BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.

Option 1: Forest
Option 2: Water
Forest Biome: Azmeri Spirit ChanceForest Biome: Azmeri Spirit ChancePassive1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Forest Areas have 60 % increased chance to contain Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Forest Biome: Rare Beast Modifiers ChanceForest Biome: Rare Beast Modifiers ChancePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Rare Beast Monsters in your Maps have a 15 % increased chance of Monster ModifiersMonster Modifiers

Magic and RareMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences Modifiers drop an additional Essence of that type.
and DeliriumDelirium

Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
You must stay within this fog as it expands to maintain the Delirium or it will disappear.

Magic monsters are able to gain Delirium specific Modifiers while inside the fog.

Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.

Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.

Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
can add additional Monster Modifiers to monsters of any rarity.
The Hunt Goes OnThe Hunt Goes OnNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % chance for Rare Beasts in Forest Areas to be PossessedPossessed

A Possessed monster is a Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monster that has had an Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
monsters were defeated leading up to possession.
by a random Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Call of the SpiritCall of the SpiritNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
10 % chance for Forest Areas to be a Rogue Exile Hunting GroundRogue Exile Hunting Ground

Rogue Exile Hunting Grounds contain 2 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any Unique equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
and 5 additional PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
BeastsMonster Category

Every Monster has exactly one Monster Category. These are Humanoid, Beast, Undead, Construct, Demon and Eldritch.

Certain Skills interact with specific Monster Categories.
.
Evolutionary PressuresEvolutionary PressuresNotable1Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
25 % increased Rare Monsters in Forest Areas
Open Atlas Tree
IconNode#TagsEffect (Max Total if all picked)
Danger in the WildsDanger in the WildsNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Non-City Areas have 5 % chance to instead
summon a random Deadly Map BossDeadly Map Boss

Deadly Map Bosses are specific Powerful Map BossesPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

Deadly Map Bosses can also drop items that grant access to Pinnacle BossesPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.
.
Open Atlas Tree

Overview

Atlas Tree - Biome Passive Nodes

Biome passive nodes are grouped into local tabs by affected biome. Cross-biome nodes appear in each matching biome tab.

Biome

#
IconNode#TagsEffect (Max Total if all picked)
Atop the WorldAtop the WorldNotable1Tower33 % increased Precursor Tower reveal radius
City Biome: Tablet EffectCity Biome: Tablet EffectPassive3BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Tablet
8 % (max: 24%) increased Effect of Tablet Explicit Modifiers on your City Maps
Industrial ImprovementsIndustrial ImprovementsNotable1TabletAn additional Tablet may be used on City Maps
Enigmatic IntensificationEnigmatic IntensificationNotable1Waystone, Tablet3 % increased effect of Explicit Modifiers on your WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
for each Tablet affecting Map area
Eons of DominationEons of DominationNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Tablet
Overseer Precursor TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
can drop from Powerful Map Bosses
Eons of ContaminationEons of ContaminationNotable1TabletIrradiatedIrradiated

Area has +1 to Monster Level.
Precursor TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
may now be found
Curiously Durable StoneCuriously Durable StoneNotable1Tablet8 % chance to not consume Tablet uses when opening Maps
Partial TranslationPartial TranslationNotable1TabletYour TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
may be upgraded to Rare and have +1 MaximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Modifier
Reverse TranscriptionReverse TranscriptionNotable1TabletYour TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
may be upgraded to Rare and have +1 MaximumMaximum

The maximum value of this modifier is applied to the whole modifier, including the constant part.
Modifier
Specialised SeekerSpecialised SeekerNotable1TabletTabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
also provide 10 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped to
Monsters from their mechanic
Propagating SecretsPropagating SecretsNotable1Tablet8 % increased Quantity of TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
found for each Tablet affecting Map area
Archaeological InterestArchaeological InterestNotable1Tablet15 % increased Quantity of TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
found
Controlled ClimatesControlled ClimatesNotable1Tablet5 % increased effect of Explicit Modifiers on TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
for each Tablet affecting Map area
Competitive ArchaeologyCompetitive ArchaeologyNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Tablet
5 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
to drop an additional Tablet
Lord of the RunesLord of the RunesNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Tablet
Overseer TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
also provide 20 % increased Effectiveness to Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Bosses
Tablet EffectTablet EffectPassive3Tablet5 % (max: 15%) increased effect of Explicit Modifiers on TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
Open Atlas Tree

Overview

Atlas Tree - Tablet / Tower Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Tablet / Tower. Hybrid rows may also appear in other main-system tables.

Tablet / Tower

#
IconNode#TagsEffect (Max Total if all picked)
PathkeepersPathkeepersNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Waystone
10 % increased Quantity of WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
dropped by Map Bosses
Cataclysm's WakeCataclysm's WakeNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
Areas with Powerful Map Bosses have 20 % chance to contain CorruptionCorruption

Contains Corruption, which may add an additional modifier to the area.

Corrupted Areas cause slain monsters to Coalesce CorruptionCoalesced Corruption

Monsters slain close together have a chance to merge together and manifest powerful Monsters.
to manifest powerful monsters.
when entered
Overlord's InfluenceOverlord's InfluenceKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, StrongboxStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash PacksPack

A Pack Monster or Minion is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like Strongboxes.

Modifiers to Pack Size also provide a chance that there is an Additional Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or Minions.
of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
, Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Western Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional Strongboxes
Option 2: 1 additional ShrinesShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.

Option 3: 1 additional Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
Hard-Won TreasuresHard-Won TreasuresNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
15 % increased Quantity of Items dropped by Map Bosses
Fit for a KingFit for a KingNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
20 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items dropped by Map Bosses
Overlord's DomainOverlord's DomainKeystone (Choice)1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Eastern Enigma Chamber
Choice (pick 1): Add additional content to areas with Powerful Map Bosses
Option 1: 1 additional EssencesEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.

Option 2: A Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.

Reactivation RunesRune

Runes are AugmentsAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
of Kalguuran origin and make.

Option 3: 1 additional Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
Boss of the BogBoss of the BogNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Rare Monster, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
1 Rare Monster in Swamp Areas has 15 % chance to be replaced by a random Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Warlord's VendettaWarlord's VendettaNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Invaded Cities have a 20 % chance to include an invading CitadelCitadel

There are three types of Citadels, each located in different cities throughout Wraeclast.

Copper CitadelsCopper Citadel

The Copper Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Faded Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Faridun Cities, Iron CitadelsIron Citadel

The Iron Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Ancient Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Ezomyte Cities and Stone CitadelsStone Citadel

The Stone Citadel is an endgame area which can be accessed with a Tier 15 or above Waystone. The boss of this area will drop a Weathered Crisis Fragment.

Increases to Waystone Drop Chance gives a chance for additional Crisis Fragments to drop.
in Vaal Cities.

Complete one of each type of Citadel and collect their Crisis Fragments to gain access to The Burning MonolithThe Burning Monolith

The Burning Monolith houses the most dangerous foe in all of Wraeclast.
Access to this foe requires three different Crisis Fragments from the Copper, Iron and Stone Citadels.
.
Boss fighting the Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Eons of DominationEons of DominationNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Tablet
Overseer Precursor TabletsTablets

Tablets are special items that can be used in the Map Device to add more Endgame Mechanics to Maps on your Atlas.
can drop from Powerful Map Bosses
Fabled ShowdownFabled ShowdownKeystone (Choice)1ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Gain a ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
bonus for Map Bosses
Option 1: 25 % chance ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
are reapplied when entering the Boss arena
Option 2: 25 % chance ShrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
BuffsBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
are instead applied to the Boss when activated, granting an additional reward
map shrineShrine

Shrines are Precursor Artifacts that empower monsters with its 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.
with various effects.
Defeat all the monsters WorshippingShrine Worship

Shrines are found with multiple packs of monsters Worshipping the Shrine.

Other monsters may be affected by the Shrine's Presence but do not count as Worshippers.
the Shrine and interact with it to temporarily gain the power for yourself.
extra drops from boss 1
Runic FlareRunic FlareNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
10 % chance to upgrade the boss of a nearby Map into a Powerful Map BossPowerful Map Boss

Powerful Map Bosses are Map BossesMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
one Tier higher.
when completing Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
Danger in the WildsDanger in the WildsNotable1Summoning CircleSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
Summoning CirclesSummoning Circle

Activating a Summoning Circle will cause a Boss to be spawned.

If an area contains more than one Summoning Circle it will contain runes to reactivate the Summoning Circle instead of additional Summoning Circles.
in Non-City Areas have 5 % chance to instead
summon a random Deadly Map BossDeadly Map Boss

Deadly Map Bosses are specific Powerful Map BossesPowerful Map Boss

Powerful Map Bosses are Map Bosses that are even more difficult and drop even better rewards.

Powerful Map Bosses frequently drop Waystones one Tier higher.
that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage SupportsLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.

Deadly Map Bosses can also drop items that grant access to Pinnacle BossesPinnacle Boss

Pinnacle Bosses are endgame bosses accessed via specific keys or interactions with their mechanic.
.
Hunt the ApexHunt the ApexNotable1Azmeri SpiritAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
, Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
Azmeri SpiritsAzmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians.

Azmeri Spirits appear as wisps that flee as you approach them. Normal or MagicRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Monsters the Spirit comes into contact with become Spirit-InfluencedSpirit-Influenced

A Spirit-Influenced monster is a Normal or Magic monster that has been passed through by an Azmeri Spirit. These monsters are empowered by the spirit and gain bonuses depending on the type of Spirit that passed through them.
Defeating Spirit-Influenced monsters makes the resulting Possessed monster more rewarding.
, while Rare or UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
monsters will be PossessedPossessed

A Possessed monster is a Rare or Unique monster that has had an Azmeri Spirit enter and empower them. The possessed monster is empowered by the spirit and gains bonuses depending on the type of Spirit that possessed them. Occasionally the possessed monster will summon spiritual animals depending on the type of Animal Spirit they represent.
Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
.

Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.
may Possess Map Bosses
Open Atlas Tree

Overview

Atlas Tree - Map Boss Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Map Boss. Hybrid rows may also appear in other main-system tables.

Map Boss

#
IconNode#TagsEffect (Max Total if all picked)
The Journey AheadThe Journey AheadKeystone (Choice)1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Select between PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, Effectiveness or RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.

Option 1: 6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Option 2: 15 % increased Effectiveness of Monsters in your Maps
Option 3: map item drop rarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
+% 10
Between Sand and SeaBetween Sand and SeaNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Desert Areas
5 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Unique Monster Item RarityUnique Monster Item RarityPassive11Item RarityItem Rarity

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.
3 % (max: 33%) increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters
PathkeepersPathkeepersNotable1Map BossMap Boss

Endgame Maps each contain a Map Boss. These Map Bosses are Unique Monsters that have special mechanics and drop increased rewards.

Defeating the Map Boss will complete the Map.
, Waystone
10 % increased Quantity of WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
dropped by Map Bosses
Item RarityItem RarityPassive6Item RarityItem Rarity

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.
2 % (max: 12%) increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found
Grass Biome: Pack SizeGrass Biome: Pack SizePassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
3 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Grass Areas
Bounty of the FieldsBounty of the FieldsNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Grass Areas
Water Biome: Item RarityWater Biome: Item RarityPassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Item RarityItem Rarity

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.
3 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items found in Water Areas
Water Biome: Magic Pack SizeWater Biome: Magic Pack SizePassive1Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
5 % increased Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in Water Areas
Swamp Biome: Unique Monster Item RaritySwamp Biome: Unique Monster Item RarityPassive1BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
, Item RarityItem Rarity

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.
6 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Unique Monsters in Swamp Areas
Urban SprawlUrban SprawlNotable1PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size, BiomeBiome

Biomes are found throughout Endgame Maps.

Grass, Forest, Swamp, Desert, Mountain and Water Biomes are all commonly found.

Cities and special biomes are less likely to be encountered.
6 % increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in City Areas
Valuable PathsValuable PathsNotable1Waystone50 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
found
Enigmatic IntensificationEnigmatic IntensificationNotable1Waystone, Tablet3 % increased effect of Explicit Modifiers on your WaystonesWaystones

Waystones are items that can be used to travel to Maps on the Atlas.

Higher Waystone tiers open higher level areas containing more difficult monsters which drop higher level items and allows the use of higher tier Atlas Passives.

Waystones can be modified to increase the difficulty and reward of monsters encountered in Maps.
for each Tablet affecting Map area
Massive CrystalsMassive CrystalsNotable1EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
25 % chance for EssenceEssence

Essence monsters are powerful monsters trapped in crystallised corruption.

Breaking these monsters free allows them to be defeated, dropping the Essence that can then be used to modify equipment.

Any monsters with Essences ModifiersMonster Modifiers

Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.

Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.

Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.

Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
drop an additional Essence of that type.
Monsters to have double PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Competing ExplorersCompeting ExplorersNotable1Rogue ExileRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
, Waystone
10 % chance for Rogue ExilesRogue Exile

Rogue Exiles are dangerous foes that wander Wraeclast and Maps.
They have access to the same Skills, Items, and Uniques that you do. This can make them very formidable opponents - however, if they can be defeated they will drop a full set of gear, including any UniqueRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
equipment that they were using in combat.
If any Rogue Exile manages to defeat you, they will portal away, taking their equipment with them.
to drop an additional Waystone
Evolving ThrongsEvolving ThrongsKeystone (Choice)1Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Applies to Level 70 + Areas
Requires completing the Eastern or Western Gateway
Choice (pick 1): Select a bonus for Magic PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.

Option 1: Magic Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
have 15 % chance to have an additional Modifier
Option 2: 10 % increased Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Multiplying MonstrositiesMultiplying MonstrositiesNotable1Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
10 % increased Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in your Maps
Expanding HordesExpanding HordesNotable1Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
, PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
10 % increased Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size in your Maps
Pack SizePack SizePassive2PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
2 % (max: 4%) increased PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
Size
Open Atlas Tree

Overview

Atlas Tree - Reward / Pack Size / Rarity Passive Nodes

POE2 Atlas passives without a SubTree assignment and tagged as Pack Size / Item Rarity / Waystone. Hybrid rows may also appear in other main-system tables.

Reward / Pack Size / Rarity

#
IconNode#TagsEffect (Max Total if all picked)
Fabled TreasuresFabled TreasuresNotable1UnsortedUnique Monsters have 20 % increased chance to drop Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
in your Maps
Memories of the KaruiMemories of the KaruiNotable1Unsorted15 % chance for the JadeJade

Jade is a stacking BuffBuffs

Buffs are effects that boost a player or monster's stats for a duration or while a condition is met.

Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.
which grants 1% additional Physical Damage Reduction per stack. Maximum of 10 Jade stacks.
Isles Boss to drop an extra Anomaly MapAnomaly Map

Anomaly Maps have added requirements to access on the World Map.

Bosses of these maps are DeadlyDeadly Map Boss

Deadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports.

Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
and may drop an additional lineage supportLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.
Lineage Support
Memories of the EzomytesMemories of the EzomytesNotable1Unsorted15 % chance for the Derelict Mansion Boss to drop an extra Anomaly MapAnomaly Map

Anomaly Maps have added requirements to access on the World Map.

Bosses of these maps are DeadlyDeadly Map Boss

Deadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports.

Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
and may drop an additional lineage supportLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.
Lineage Support
Memories of the MarakethMemories of the MarakethNotable1Unsorted15 % chance for the Sacred Reservoir Boss to drop an extra Anomaly MapAnomaly Map

Anomaly Maps have added requirements to access on the World Map.

Bosses of these maps are DeadlyDeadly Map Boss

Deadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports.

Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
and may drop an additional lineage supportLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.
Lineage Support
Memories of the VaalMemories of the VaalNotable1Unsorted15 % chance for the Sealed Vault Boss to drop an extra Anomaly MapAnomaly Map

Anomaly Maps have added requirements to access on the World Map.

Bosses of these maps are DeadlyDeadly Map Boss

Deadly Map Bosses are specific Powerful Map Bosses that appear in specific Maps and are more difficult and drop better rewards.

These rewards are often accompanied by a specific item, usually from a pool of items. For example Unique Items, or Lineage Supports.

Deadly Map Bosses can also drop items that grant access to Pinnacle Bosses.
and may drop an additional lineage supportLineage Supports

Lineage Supports are powerful and transformative Support Gems which can drop in maps, or come from specific sources like a particular Boss.

You may only Socket one copy of any given Lineage Support across all of your Skills at once.
.
Lineage Support
Exceptional VestmentsExceptional VestmentsNotable1UnsortedBody ArmourArmour

Armour reduces Damage taken from HitsHit Damage

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 default, Armour only applies to PhysicalPhysical Damage

Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.

Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.
DamageHit Damage

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.
.

Damage reduction from Armour is proportional to the amount of DamageHit Damage

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.
, and is more effective at reducing smaller hits.
may be found as Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
Exceptional ArmamentsExceptional ArmamentsNotable1UnsortedWeapons, ShieldsShields

Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
. While holding a Shield you have a chance to passively BlockBlock

Blocking completely prevents the damage of an incoming Hit.

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.
. Shields also grant a Skill that lets you BlockBlock

Blocking completely prevents the damage of an incoming Hit.

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.
incoming HitsHit Damage

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.
more actively, either raising your Shield to absorb the HitHit Damage

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.
or ParryingParry

Parry is a Skill granted by Bucklers, Targes and dual wielded Swords that allows you to Block and retaliate against an enemy Hit, leaving them off balance and inflicting the Parried Debuff.
the HitHit Damage

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.
depending on the type of Shield.

BucklersBucklers

Bucklers are a special type of Shield that do not grant any Armour and can Parry enemy skills instead of being raised to Block.
are a special type of Shield that do not grant any ArmourArmour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.
and can Parry enemy skills instead of being raised to BlockBlock

Blocking completely prevents the damage of an incoming Hit.

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 Focii may be found as Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
Exceptional AdornmentsExceptional AdornmentsNotable1UnsortedHelmets may be found as Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
Exceptional HandiworkExceptional HandiworkNotable1UnsortedGloves may be found as Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
Exceptional FootwearExceptional FootwearNotable1UnsortedBoots may be found as Exceptional ItemsExceptional Item

Exceptional Items have QualityQuality

Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.

Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
over maximum or an additional AugmentAugment

Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means.

The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Socket.

High Tier RareRarity

Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
Items found have a chance to instead drop as an Exceptional Normal Item.
Verdant GrowthVerdant GrowthNotable1Unsorted15 % increased number of Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
in Untainted Paradise
Greater GiftsGreater GiftsNotable1Unsorted35 % increased Unique item options from the Nameless Seer in the Moment of Zen
To the Strong Go the SpoilsTo the Strong Go the SpoilsNotable1Unsorted2 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Monsters per Monster Modifier
Risk and RewardRisk and RewardNotable1Unsorted2 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Monsters per Explicit Modifier on the Map
Magic PacksMagic PacksPassive13Magic PackPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
5 % (max: 65%) increased Magic Monsters
Befit the ChallengeBefit the ChallengeNotable1Unsorted5 % increased RarityRarity

ItemItem Rarity

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.
or MonsterMonster Rarity

Monster Rarity increases the chance for monsters to be Rare and Magic.

Monster Rarity also increases Monster Modifier Chance for Rare Monsters.
rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
of Items Dropped by Magic Monsters per Monster Modifier
Infused FleshInfused FleshNotable1UnsortedMagic Monster PacksPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
have 5 % chance to have an additional Modifier
Hidden ScarsHidden ScarsNotable1UnsortedCleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Monsters have a chance to drop Fracturing Orbs
Additional Cleansed PacksAdditional Cleansed PacksPassive4UnsortedCleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Areas contain an additional packPack

A Pack Monster or MinionMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
is a Monster that naturally spawns as a part of a Monster Pack in areas or from mechanics like StrongboxesStrongbox

Strongboxes are locked chests that contain various items.

Attempting to unlock a Strongbox will unleash Packs of monsters that must be defeated in order to get the items within.

Strongboxes can be modified to increase the difficulty and reward of the monsters and rewards within respectively.

Most Strongboxes can be opened a single time. Some sources may allow you to open Strongboxes an additional time, these only apply to Strongboxes which return to an openable state after first opening, and do not apply if the Strongbox already allows multiple openings.
.

Modifiers to Pack Size also provide a chance that there is an Additional Rare MonsterAdditional Rare Monsters

Additional Rare Monsters can spawn in Rare Monster Packs with larger pack sizes.

Each Rare Monster in the Pack provides one modifier to the Pack's Minions.

Additional Rare Monsters in Essence Packs also carry Essences.
in the Pack.

Monsters summoned or created by other Monsters do not count as Pack Monsters or MinionsMonster Minions

Monster Minions are any monsters that are part of a Rare Monster Pack.

These monsters receive one modifier from each Rare Monster in the Pack.

Monsters summoned or created by other Monsters do not count as Monster Minions.
.
of CleansedCleansed

The Corruption in this area has been Cleansed, which may add an additional modifier to the area.

Cleansed areas also contain monsters twisted by the disruption of power in the area.
Monsters
Treasure CovesTreasure CovesNotable1Unsorted30 % increased amount of Magic Chests
20 % increased amount of Rare Chests
Bountiful BloodlinesBountiful BloodlinesNotable1Unsorted20 % increased Magic Monsters
Open Atlas Tree

Overview

Remaining Unaligned Atlas Passive Nodes

Generated remaining catch-all for Atlas passive rows without a SubTree assignment after the first main-system split. Tags are keyword hints for later passes.

Remaining Unaligned

#

Waystone modifier pools

Low tiers · 1–5

Compare the prefix and suffix pool for Waystones in tiers 1–5. Inspect the difficulty and reward modifiers before choosing a map.

View modifier pool

Mid tiers · 6–10

Compare the prefix and suffix pool for Waystones in tiers 6–10. Inspect the difficulty and reward modifiers before choosing a map.

View modifier pool

Top tiers · 11–15

Compare the prefix and suffix pool for Waystones in tiers 11–15. Inspect the difficulty and reward modifiers before choosing a map.

View modifier pool

Tier 16

Tier 16 has its own modifier pool with stronger rolls. Corrupting a Tier 15 Waystone can raise its tier; retained modifiers keep their existing rolls.

View modifier pool

Build a Waystone search

Combine the map modifiers you want and open a matching Trade search.

Open Waystone tool

Map objectives

Defeat the Map Boss

Completion: Map Boss Defeated.

Activate all Checkpoints

Completion: All Checkpoints Activated.

Defeat all Rare Monsters

Completion: All Rare Monsters Defeated.

Defeat the Corrupted Boss

Completion: Corrupted Nexus Cleansed.

Buying Waystones from Doryani

Doryani’s Waystone sales cap at Tier 14

The player reports that Doryani sells Waystones one tier below the highest map tier they have completed, up to a maximum sale tier of 14. For example, completing Tier 10 unlocks Tier 9 sales, and completing Tier 15 unlocks Tier 14 sales. Completing Tier 16 does not unlock Tier 15 sales; the vendor cap remains Tier 14.

Overview

Waystones

  • Waystones set the tier and modifiers of a map. Compare their modifier pools, then use the Waystone search tool to find a suitable roll.
  • Map objectives depend on the area and its content. The objective cards below show the current client instructions; a map does not require every objective.

Waystones

#

Encounter basics

Summoning Circle

Activate the Summoning Circle to spawn a boss. Reset / repeat: when an area contains multiple Summoning Circles, it provides runes that reactivate the same circle instead of placing additional circles.

Atlas passives

Azmeri Spirit

Azmeri Spirits are the spirits of various Azmeri Animal Guardians. Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced, while Rare or Unique monsters will be Possessed. Spirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the Spirit has Influenced.

Atlas passives

Wild Spirit

Wild Spirits are a type of Azmeri Spirit. Monsters Influenced or Possessed by Wild Spirits gain increased Toughness, in addition to any bonuses from the specific spirit type. Monsters Possessed by Wild Spirits drop Strength items.

Atlas passives

Primal Spirit

Primal Spirits are a type of Azmeri Spirit. Monsters Influenced or Possessed by Primal Spirits deal increased damage, in addition to any bonuses from the specific spirit type. Monsters Possessed by Primal Spirits drop Intelligence items.

Atlas passives

Vivid Spirit

Vivid Spirits are a type of Azmeri Spirit. Monsters Influenced or Possessed by Vivid Spirits gain increased Skill Speed, in addition to any bonuses from the specific spirit type. Monsters Possessed by Vivid Spirits drop Dexterity items.

Atlas passives

Biome influences

Map effectDescription
Water InfluenceAlso counts as a Water Area
Mountain InfluenceAlso counts as a Mountain Area
Grass InfluenceAlso counts as a Grass Area
Forest InfluenceAlso counts as a Forest Area
Swamp InfluenceAlso counts as a Swamp Area
Desert InfluenceAlso counts as a Desert Area

Map content and special effects

Map effectDescription
Powerful Map BossArea contains a Powerful Map Boss
BreachArea contains an Otherworldly Breach
ExpeditionArea contains a Kalguuran Expedition
DeliriumArea contains a Delirium Mirror
RitualArea contains Ritual Altars
IrradiatedArea has +1 to Monster Level
Overrun by the AbyssalArea contains many extra Abysses
Vaal BeaconsArea contains Vaal Beacons
AbyssArea contains Abysses
Notable LocationArea contains an important objective
Great BeastSlay the Great Beast to earn Hilda's Favour
Essence TroveAll Rare monsters are Essence monsters
Monstrous TreasureContains many extra Strongboxes with monsters waiting in ambush
Spirit GuideContains an Azmeri Spirit that will be released when Possessed Monsters are slain
Arcane HordesAll Monsters are at least Magic
Hunting GroundsContains 2 additional Rogue Exiles and 5 additional Rare Beasts
Nature ShrinesContains 2 additional Shrines Shrines release an Azmeri Spirit when activated
Crystalised TwinningContains 3 additional Essence Packs Essence Packs have an additional Rare Monster
Indomitable EssenceContains 3 additional Essence Essences transfer to a random Unique Monster on death
Azmeri EnergisationContains 2 additional Azmeri Spirits Azmeri Spirits have 1000% increased maximum Empowerment
Spirit MigrationAn Azmeri Spirit moves to a nearby map on completion, eventually ascending to a Sacred Spirit
Sacred SpiritThe Azmeri Spirit has ascended to a Sacred Spirit
Ancient TroveContains a Unique Strongbox
Twice-Locked BoxesContains 3 additional Strongboxes Strongboxes are openable twice
Power of FaithContains 3 additional Shrines
Large CongregationContains 3 additional Shrines Shrines have 2 additional packs of Worshippers
Zealous ReverenceContains 2 additional Shrines Elemental Shrines do not appear in area Shrine Duration increased by 1000%
Persistent DevotionShrine Buffs are reapplied when entering the Map Boss Arena
Rites of the RoguesContains 2 additional Shrines Shrines are Worshipped by a Rogue Exile
Surprising AlliancesContains 2 additional Rogue Exiles Rogue Exiles appear in Pairs
Azmeri BloodlineContains an additional Rogue Exile and 2 additional Azmeri Spirits Rogue Exiles are Possessed when a Possessed Monster is killed in Area
Twinned TerrorsContains an additional Summoning Circles Summoning Circles always summon an additional Boss
Scattered StonesContains 3 additional Summoning Circles
Map Area ModifiedWorld Area has been manipulated and cannot be manipulated again
Fleeing ExileNo description available in the client data.
Breach HiveContains a Breach Hive
SimulacrumContains a manifestation of Delirium
Chaotic CacophonyContains an extra of each type of content
Affluent Armies50% increased Rarity of items found in area
Behemoth's BountyMap Boss drops a Unique item
Trialmaster's TraineeMap Boss drops an Inscribed Ultimatum
Sekhema's StudentMap Boss drops a Djinn Barya
Azmeri ChampionMap Boss is Possessed
Gigantic UprisingMonsters are Gigantic, have 50% reduced pack size and drop 50% increased items
Glimmering MutationCurrency found is replaced with rarer varieties
Stolen PowerContains an additional Summoning Circle Summoning Circle Bosses have increased difficulty and reward per power of enemy slain
HeadhuntersWhen Players Kill a Rare Monster they will gain 1 of its Modifiers for 20 seconds
Swarming SpiritsContains 5 additional Azmeri Spirits
Power StruggleContains 3 additional Map Bosses throughout the area
Corrupted MirageArea has 2 additional random Waystone Modifiers
Energized Ley LinesDoubles Effect of Tablets used on Area
Exceptional Find1000% increased Exceptional Items found in Area Monster may drop anyExceptional Items
Immured FuryDoryani has spotted The Immured Fury in this Area
Mirage of RichesEquipment dropped by monsters is replaced with other items
Wisdom's TeachingsMonsters grant 100% increased Experience
Tight PocketsGold dropped by monsters is replaced with other items
Fragment of ImmortalityPlayers have unlimited Revivals in area Monsters have 100% increased Effectiveness
Prosperous Populous100% increased Rarity of items found in area
Echoes of Power5 Rare Monsters are Duplicated
Grand ExpeditionArea contains a Grand Expedition
Abyssal DepthsArea contains an Abyssal Depths
Abyssal FissureArea contains Abysses. Maps further along the Fissure contain stronger Abyssal Monsters and additional pits.
Viridian WildwoodArea contains a Viridian Wildwood

Map Specials

#

Unique Map Layouts

Castaway

Biome: Water, Ocean

(500—1000)% increased Gold found in this Area

Contains buried treasure

All items dropped are converted to Gold

Hulls crash and splinter upon the shores.

Island Rumour: All that glitters...

Boss: Torrek of the Drowned Fleet

Untainted Paradise

Biome: Water, Ocean

(200—400)% increased Experience gain

Monsters drop no items

Life grows strong in this realm of plenty.

Island Rumour: Almost paradise.

Vaults of Kamasa

Biome: Vaal City

(100—200)% increased Rarity of Items found in this Area

All Chests are Magic or Rare

By that era, Kamasa was just a name. Gold was their true god.

The Viridian Wildwood

Biome: Island, Forest, Swamp

Shrouded in Darkness

Contains Omen Altars

As separate worlds draw ever closer, the Nameless gather at the edge of existence.

The Silent Cave

Biome: Island, Mountain, Desert

Contains many Rare Monsters trapped in Essences

Contains an Imprisoned Boss that absorbs Essences from Rare Monsters

The prismatic patterns of Time shimmer and coalesce in vast geodes hidden from sight.

The Fractured Lake

Biome: Water, Ocean

Rare Monsters Are Mirrored

(150—300)% increased number of Rare Monsters

Contains the Fragmented Mirror

A mirror is a perfect prison for one's sense of self... until it cracks.

Island Rumour: Reflective waters...

The Ezomyte Megaliths

Biome: Island, Forest, Grass

Contains a Powerful Boss Encounter

"Sons from foreign shores Took refuge from the storm Bringing knowledge of runes Our fate was carved soon." - Ezomyte Folklore

Boss: Powerful boss encounter

Related special layout

Requires: Tier 11 or higher Waystone (pictured entry)

Observed run: The player reports activating 6 Runestones, followed by approximately 10 waves of bosses, and receiving Rune rewards. Exact Rune names and quantities were not recorded.

Player impression: The encounter felt like a larger Summoning Circle, with underwhelming rewards and pacing. The player compared it with the faster boss spawning they associate with Ritual; this is a personal impression.

Anomaly Map Lineage Sources

Veiled Atlas nameRevealed mapBoss sourceReported Lineage Support dropsConfirmation note
Eye of the StormThe Jade IslesManoki, the ChosenTawhoa's Tending; Tasalio's Rhythm; Kaom's Madness; Rakiata's FlowPoe2DB lists this as an Anomaly Map; wiki and local Poe2DB gem detail pages list the boss drop pool. Confirm actual drop chance in-game.
Temporal SandstormSacred ReservoirZahmir, the Blade SovereignVarashta's Blessing; Khatal's Rejuvenation; Zarokh's Refrain; Garukhan's ResolvePoe2DB lists this as an Anomaly Map; wiki and local Poe2DB gem detail pages list the boss drop pool. Confirm actual drop chance in-game.
Mansion in the MistsDerelict MansionVarloch, the Ashen Lord; Avelyne, the Withered RoseAilith's Chimes; Rigwald's Ferocity; Einhar's BeastritePoe2DB lists this as an Anomaly Map; wiki lists the boss drop pool. Confirm which boss rolls the Lineage drop in-game.
Estazunti's VaultSealed VaultYtzara, Blood Oracle; Maztli, Flesh-ShaperPaquate's Pact; Xibaqua's Rending; Atalui's Bloodletting; Atziri's AllurePoe2DB lists this as an Anomaly Map; wiki lists the boss drop pool. Confirm which boss rolls the Lineage drop in-game.

Shared Unique Map Rules

RuleSource-backed note
Layout identityUnique Maps contain a Unique Map layout and may contain specialised rewards.
Blocked extra contentUnique Maps cannot gain additional content, Essences, Shrines, or Strongboxes.
Atlas passive hooksPoe2DB currently lists Unique Map-specific passive hooks for The Ezomyte Megaliths, The Silent Cave, Untainted Paradise, and The Fractured Lake.
Local icon/img/Art/2DArt/UIImages/InGame/AtlasScreen/AtlasIconContent/AtlasIconContentUniqueMap.webp

Anomaly Map Lineage Sources

Values are Runes of Aldur market snapshots from local LineageSupportGems economy data generated 2026-07-07. POE2's Anomaly Map keyword identifies these four maps; current wording says Deadly bosses may drop additional Lineage Supports, so this table should stay marked as confirmation-pending rather than guaranteed.

Shared Unique Map Rules

Rules are sourced from POE2's Unique Map keyword page; layout rows are sourced from the Waystones MapContent page and local POE2 detail scrape.

Anomaly Map Lineage Sources

Tawhoa's Tending

Supports Skills which create Totems , causing those Totems to have more Life. Totems created by Supported Skills explode on death, dealing Physical damage based on their Life.

  • Totems created by Supported
  • Skills have 25 % more max Life
  • Totems created by Supported Skills trigger Tawhoa's Vengeance on death
  • Explosion radius is 3 m
  • Explosion deals base Phys.Dmg equal to 20 % of Totem's max Life
  • Support
  • Lineage
  • Totem
  • AoE
  • Trigger
  • Physical

Tasalio's Rhythm

Supports Skills which have a benefit for Perfectly Timing their use. On successfully executing Perfect Timing with Supported Skills, gain Tasalio's Rhythm. Tasalio's Rhythm causes Supported Skills to deal more damage and have shorter Perfect Timing windows for each stack. Failing to execute any Perfect Timing (even with skills not supported by Tasalio's Rhythm) will remove all Tasalio's Rhythm on you.

  • Successfully executing Perfect Timing with Supported Skills grants a stack of Tasalio's Rhythm
  • All Tasalio's Rhythm is lost on failing to execute any Perfect Timing
  • Supported Skills deal 10% more Dmg for each stack of Tasalio's Rhythm
  • Supported Skills have a 30% shorter Perfect Timing window for each stack of Tasalio's Rhythm
  • Tasalio's Rhythm stacks up to 5 times
  • Supported Skills have a 100 % longer Perfect Timing window
  • Support
  • Lineage

Kaom's Madness

Supports Skills which create fissures in the ground, causing them to create many additional fissures at the cost of damage, speed, and area of effect.

  • Supported Skills create 3 additional fissures
  • Supported Skills deal 20 % less Dmg
  • Supported Skills have 20 % less Skill Speed
  • Supported Skills have 30 % less AoE
  • Support
  • Lineage
  • Attack
  • Melee

Rakiata's Flow

Supports Skills that can cause Damaging Hits , causing those Hits to treat Enemy Ele.Res as inverted.

  • Hits with Supported Skills treat Enemy Monster Elemental Resistance values as inverted
  • Support
  • Lineage

Varashta's Blessing

Supports any Skill that can deal damage, causing it to deal more damage for each different Command Skill you have used in the past few seconds. Cannot modify the Skills of Minions .

  • Supported Skills deal 10 % more Dmg for each different Command Skill you have used in the last 15 seconds
  • Support
  • Lineage

Khatal's Rejuvenation

Supports Skills that generate Remnants . Picking up Remnants from Supported Skills grants Khatal's Rejuvenation .

  • Remnants created by Supported Skills grant Khatal's Rejuvenation when collected
  • Support
  • Lineage
  • Remnant

Zarokh's Refrain

Supports Cascadable Spells you cast yourself. Supported Spells Echo thrice, but are given a Cooldown. Cannot support skills which already have a Cooldown.

  • Supported Spells Echo 3 times
  • Echoes from Supported Spells have 40 % inc. AoE
  • Support
  • Lineage
  • Spell
  • AoE

Garukhan's Resolve

Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills have a max Critical Hit chance , but will Bifurcate Crit% .

  • Maximum Critical Hit chance with Supported Skills is 50 %
  • Attack Crit% with Supported Skills Bifurcates
  • Support
  • Lineage
  • Attack
  • Conditional

Ailith's Chimes

Supports Skills which can expend Combo . On expending Combo with Supported Skills, you have a chance to gain Power Charges based on the amount of Combo expended.

  • 25 % Surpassing chance to gain a Power Charge when expending Combo with Supported Skills per Combo expended
  • Support
  • Lineage

Rigwald's Ferocity

Supports Attack skills, granting them Atk Speed at the cost of Dmg or Dmg at the cost of Atk Speed depending on Weapon Set they are used in. Does not modify skills used by Minions .

  • Supported Skills have 30 % inc. Atk Speed if
  • used in Weapon Set I
  • Supported Skills deal 15 % less Dmg if
  • Supported Skills have 10 % reduced Atk Speed if
  • used in Weapon Set II
  • Supported Skills deal 30 % more Dmg if
  • Support
  • Lineage
  • Attack

Einhar's Beastrite

Supports Melee Strike skills, causing them to steal a Modifier from Rare monsters they kill for a lengthy duration, while being unable to damage enemies not on low Life. Does not modify skills used by Minions .

  • Supported Skills can only Dmg Low Life Enemies
  • Killing Blows from Supported Strike Skills against Rare monsters grant two of their Modifiers for 300 seconds
  • Support
  • Lineage
  • Attack
  • Melee
  • Strike

Paquate's Pact

Supports Warcries , Triggering Twisted Pact to inflict Corrupted Blood on enemies in their area of effect., at the cost of your Life.

  • Supported Skills Cost 10 % of max Life for each time they have been used or Triggered Recently , up to a max of 30%
  • Supported Skills Trigger Twisted Pact for each enemy in range
  • Inflicts 5 Corrupted Blood Debuffs
  • Corrupted Blood deals (7 - 339.1) Physical damage per second
  • Corrupted Blood duration is 5 seconds
  • Support
  • Lineage
  • Warcry
  • Trigger
  • Physical
  • Duration

Xibaqua's Rending

Supports Skills that leap into the air, causing Corpses in the area you land to violently explode, damaging surrounding enemies.

  • Supported Skills trigger Fiery Reclamation on landing
  • Explosion deals base Fire.Dmg equal to 6 % of the Corpse's Maximum Life
  • Explosion radius is 1.5 m
  • Detonates Corpses in a radius of 3.5 m
  • Support
  • Lineage
  • AoE
  • Trigger
  • Fire

Atalui's Bloodletting

Supports any Skill, turning a portion of its Mana cost into a Life cost. Does not support Skills which reserve Spirit . Supported Skills Gain a portion of their Life cost as extra Phys.Dmg.

  • Supported Skills have Mana Costs Converted to Life Costs
  • Supported Skills Gain 2 % of Dmg as extra Phys.Dmg per 20 Life cost, up to 40%
  • Support
  • Lineage
  • Physical

Atziri's Allure

Supports Curse Spells you cast yourself, causing those Curses to ignore the usual Curse Limit , but be reflected back to you when inflicted.

  • Curses inflicted by Supported Skills ignore Curse limit
  • Curses inflicted by Supported Skills are reflected back to you
  • Supported Skills have 20 % less Curse Effect
  • Support
  • Lineage
  • Curse

Overview

Unique Maps

#

Expedition Map Areas

Barren Atoll

Biome: Ocean

This lonely island lay untouched for centuries.

Island Rumour: Somethin' fishy...

Requires: Waystone (Tier 6) or higher

Bleached Shoals

Biome: Ocean

They came by ship... and they never left.

Island Rumour: Bleak and awful...

Requires: Waystone (Tier 6) or higher

Craggy Peninsula

Biome: Ocean

On the edge of the sea, the dead are closest to home.

Island Rumour: Endless cliffs...

Requires: Waystone (Tier 6) or higher

Exhumed Ruins

Biome: Ocean

You will find what they did not.

Island Rumour: Unknown ruins...

Requires: Waystone (Tier 6) or higher

Frigid Bluffs

Biome: Ocean

This place was not always so bleak.

Island Rumour: Cold as ice...

Requires: Waystone (Tier 6) or higher

Grazed Prairie

Biome: Ocean

The land has forgotten what came before.

Island Rumour: Warm but risky...

Requires: Waystone (Tier 6) or higher

Lush Isle

Biome: Ocean

Life roils over layers of bones.

Island Rumour: Wild roaming free...

Requires: Waystone (Tier 6) or higher

Moor of Fallen Skies

Biome: Ocean

Traces of history remain.

Island Rumour: Fallen stars...

Requires: Waystone (Tier 6) or higher

Scorched Cay

Biome: Ocean

The past lies untouched where the living dare not tread.

Island Rumour: Sulphite!

Requires: Waystone (Tier 6) or higher

Sloughed Gully

Biome: Ocean

The past lies piled under dirt and rot.

Island Rumour: It's dry at least...

Requires: Waystone (Tier 6) or higher

Stagnant Basin

Biome: Ocean

The crumbling landscape reveals what lies beneath...

Island Rumour: Nothin' to drink...

Requires: Waystone (Tier 6) or higher

Expedition Map Modifiers

ModifierLevelWeight
All Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit11
Every 4 seconds, Runic Monsters Regenerate 15 % of maximum Life over one second11
Hits against Monsters cannot be Critical Hits11
Life cannot be Leeched from Monsters Mana cannot be Leeched from Monsters11
Monsters are Hexproof11
Monsters are Immune to Chaos Damage11
Monsters are Immune to Cold Damage11
Monsters are Immune to Fire Damage11
Monsters are Immune to Lightning Damage11
Monsters are Immune to Physical Damage11
Monsters deal 20 % increased Damage11
Monsters do not grant Flask Charges when Slain11
Monsters Gain 12 % of Damage as Extra Chaos Damage11
Monsters Gain 20 % of Damage as Extra Cold Damage11
Monsters Gain 20 % of Damage as Extra Fire Damage11
Monsters Gain 20 % of Damage as Extra Lightning Damage11
Monsters have +10 % to all maximum Resistances Monsters have +30 % to all Resistances11
Monsters have 100 % increased Elemental Ailment Threshold11
Monsters have 100 % increased Freeze Buildup Monsters have 100 % increased Flammability Magnitude Monsters have 100 % increased chance to Shock11
Monsters have 15 % increased Movement Speed Monsters have 15 % increased Attack Speed Monsters have 25 % increased Cast Speed11
Monsters have 30 % increased Attack Speed while on Low Life Monsters have 40 % increased Cast Speed while on Low Life Monsters have 25 % increased Movement Speed while on Low Life11
Monsters have 30 % increased Maximum Life11
Monsters Penetrate 20 % Chaos Resistance11
Monsters Penetrate 30 % Cold Resistance11
Monsters Penetrate 30 % Fire Resistance11
Monsters Penetrate 30 % Lightning Resistance11
Monsters' Attack Hits inflict Bleeding11
Monsters' Hits are always Critical Hits11
Monsters' Hits Break Armour equal to 200 % of Physical Damage dealt11
Monsters' Hits can't be Evaded11
Runic Monsters apply 1 random Curse on Hit11

Remnants of Kalguur Effects

Effect
Mana: 30
25 % chance to spawn a Remnant on killing an enemy
50 % chance to spawn a Remnant on Stunning an Enemy, no more than once every 3 seconds
Remnants last for 8 seconds

Remnants of Kalguur Attributes

NameValue
AcronymStun , Remnant
IdRemnantsOfKalguur
BaseTypeRemnants of Kalguur
ClassSkill Gems
TargetTypesAny
TypeOngoingSkill, HasReservation, Buff, Persistent, AttackInPlace, GeneratesRemnants
ItemTypeMetadata/Items/Gems/SkillGemRemnantsOfKalguur
ActiveSkillsCoderemnants_of_kalguur

Remnants of Kalguur Effects

Read from the POE2 Remnants of Kalguur Level Effect table.

Remnants of Kalguur Attributes

Read from the POE2 Remnants of Kalguur Attribute table.

Overview

#

Expedition Map Modifiers

ModifierLevelWeight
All Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit11
Every 4 seconds, Runic Monsters Regenerate 15 % of maximum Life over one second11
Hits against Monsters cannot be Critical Hits11
Life cannot be Leeched from Monsters Mana cannot be Leeched from Monsters11
Monsters are Hexproof11
Monsters are Immune to Chaos Damage11
Monsters are Immune to Cold Damage11
Monsters are Immune to Fire Damage11
Monsters are Immune to Lightning Damage11
Monsters are Immune to Physical Damage11
Monsters deal 20 % increased Damage11
Monsters do not grant Flask Charges when Slain11
Monsters Gain 12 % of Damage as Extra Chaos Damage11
Monsters Gain 20 % of Damage as Extra Cold Damage11
Monsters Gain 20 % of Damage as Extra Fire Damage11
Monsters Gain 20 % of Damage as Extra Lightning Damage11
Monsters have +10 % to all maximum Resistances Monsters have +30 % to all Resistances11
Monsters have 100 % increased Elemental Ailment Threshold11
Monsters have 100 % increased Freeze Buildup Monsters have 100 % increased Flammability Magnitude Monsters have 100 % increased chance to Shock11
Monsters have 15 % increased Movement Speed Monsters have 15 % increased Attack Speed Monsters have 25 % increased Cast Speed11
Monsters have 30 % increased Attack Speed while on Low Life Monsters have 40 % increased Cast Speed while on Low Life Monsters have 25 % increased Movement Speed while on Low Life11
Monsters have 30 % increased Maximum Life11
Monsters Penetrate 20 % Chaos Resistance11
Monsters Penetrate 30 % Cold Resistance11
Monsters Penetrate 30 % Fire Resistance11
Monsters Penetrate 30 % Lightning Resistance11
Monsters' Attack Hits inflict Bleeding11
Monsters' Hits are always Critical Hits11
Monsters' Hits Break Armour equal to 200 % of Physical Damage dealt11
Monsters' Hits can't be Evaded11
Runic Monsters apply 1 random Curse on Hit11

Overview

Expedition Map Modifiers

Deduped from the Expedition modifier table embedded on POE2 Expedition area pages.

Modifiers

#

Tablets overview

  • Tablets add encounters or change map content. Choose a tablet to compare its effects, map objective, and rollable modifiers.
  • Normal Tablets have 10 uses. Expedition Tablets also provide additional bonuses when several are used together; see the Tablet guide for the one-to-four Tablet effects.
  • Unique Tablets have their own fixed modifiers. Compare their individual effects in Unique Tablets.

Overview

#

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 18
Effect
(30-60)% increased Quantity of Hiveblood found in Map
(30-60)% increased Quantity of Wombgifts found in Map
(5-20)% increased Effectiveness of Rare Breach Monsters in Map
Breaches in Map have (5-15)% increased Pack Size
Unstable Breaches in Map have (20-50)% increased chance to contain Vruun, Marshal of Xesht
Unstable Breaches in Map spawn (1-2) additional Rare Monsters when Stabilised
Wombgifts have (10-30)% chance to drop one Level higher 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

Tablets

#

Skills and items

Unforeseen Consequences Lv. 65+
Unforeseen Consequences

Base: Abyss Tablet

Implicit
  • Adds AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    to a Map | 1 uses remaining
    Adds AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    to a Map | 1 uses remaining
Explicit
  • % more Waystones found in Area% more Waystones found in Area
  • additional Rare Monsters are spawned from AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    in Map
    additional Rare Monsters are spawned from AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    in Map
  • Map contains (14-18) additional AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    Map contains (14-18) additional AbyssesAbysses

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
  • Map is overrun by the AbyssalAbyssal

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
    Map is overrun by the AbyssalAbyssal

    An Abyss is a pit which leads deep underground with multiple fissures branching from it. Any monsters spawned near an Abyss will be weakened by it.
    Defeating these weakened monsters will cause the fissures to close.
    Once the fissures have closed all the way to the pit, the pit will activate and spawn a large number of Abyssal monsters. Defeating these monsters will close the pit.
    Each closed pit has a chance to spawn an Abyssal Trove which can grant pieces of Preserved Bone to craft onto your Items. The final Abyss in the area has a chance to instead open an underground dungeon called an Abyssal Depths .
    There are three separate groups of Abyssal Monsters: the Lightless, the Blackblooded and the Legion of the Pit, each area generally contains one of these groups.
    The rarity of the monsters spawned depends on the rarity of the slain weakened monsters and the emerging Abyssal will steal some or all of the modifiers from them.
    Any of the modifiers stolen by Rare Abyssal can be upgraded to Abyssal Modifiers .
  • map abyss tower augment quantity +% final from overrun unique tablet [-75]map abyss tower augment quantity +% final from overrun unique tablet [-75]

"The Well was naught. The Precursors dug too deep. The Well always had been."

Wraeclast Besieged Lv. 65+
Wraeclast Besieged

Base: Breach Tablet

Implicit
  • Adds an Otherworldy BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    to a Map | 10 uses remaining
    Adds an Otherworldy BreachOtherworldy Breach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    to a Map | 10 uses remaining
Explicit
  • BreachBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    Hives in Map have (2-5) additional waves of Hiveborn Monsters
    BreachBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    Hives in Map have (2-5) additional waves of Hiveborn Monsters
  • BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map have (-10-20) % reduced Pack Size
    BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map have (-10-20) % reduced Pack Size
  • Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map take 120 additional seconds to collapse after timer is filled
    Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map take 120 additional seconds to collapse after timer is filled
  • Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map spawn (2-5) additional RareRare

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Monsters when Stabilised
    Unstable BreachesBreach

    Breaches allow invaders from another world to access ours.
    Unstable Breaches are a small tear in the fabric that will open for a short time. Kill Breach monsters to keep them open longer.
    Once enough monsters have been killed, the Breach will stabalise, calling stronger monsters through the portal at the centre.
    Kill these monsters in the centre will complete the Unstable Breach, closing the tear.
    A Breach Hive is a tear that has already grown out of control. You will need the help of Ailith to close these.
    With a blessing from Chayula, burn your way to the centre of the Hive and help Ailith start the process of destorying the centre.
    As Ailith destroys the Hive, Breach monsters will pour in to try and kill her. Defend Ailith until she has completely destroyed the centre of the hive to remove it from existence.
    If Ailith dies during this, the Hive will remain.
    in Map spawn (2-5) additional RareRare

    Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.
    Monsters when Stabilised

"In his broken madness, Xesht spills forth the hordes, reaching out to wreak pain and ruination."

Clear Skies Lv. 65+
Clear Skies

Base: Delirium Tablet

Implicit
  • Adds a Mirror of DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    to a Map | 10 uses remaining
    Adds a Mirror of DeliriumMirror of Delirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    to a Map | 10 uses remaining
Explicit
  • DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in your Maps never dissipates
    DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in your Maps never dissipates
  • DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in Map applies (-10-10) % reduced Deliriousness to Players
    DeliriumDelirium

    Maps containing a Delirium Mirror can have the mirror walked through to unleash the rolling Delirium fog ring across the current area.
    You must stay within this fog as it expands to maintain the Delirium or it will disappear.
    Magic monsters are able to gain Delirium specific Modifiers while inside the fog.
    Rare or Unique monsters in the fog may manifest Delirium Demons. Manifested Delirium Demons inhabit the monster's body to occasionally use Skills of their own.
    Fractured Mirrors may be found within Delirium Fog, summoning extra monsters while Fracturing Mirror Shards are found at set depths, with more varied rewards.
    Defeating Map Bosses has a chance to summon a Grand Mirror on a nearby map.
    Fog in Map applies (-10-10) % reduced Deliriousness to Players

"A simple instruction that will purify an entire region, making it safe and kind for weary travellers."

Mastered Domain Lv. 65+
Mastered Domain

Base: Irradiated Tablet

Implicit
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
Explicit
  • Map also counts as a Water MapMap also counts as a Water Map

"For a brief shining time, the Precursors could resculpt the world as they saw fit."

The Grand Project Lv. 65+
The Grand Project

Base: Irradiated Tablet

Implicit
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
Explicit
  • Can only be applied to Precursor Tower MapsPrecursor Tower Maps

    Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet .
    Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss .
    | Completing the Tower makes all nearby Maps accessible
    Can only be applied to Precursor Tower MapsPrecursor Tower Maps

    Precursor Towers are ancient structures that are scattered all throughout the Atlas. Precursor Tower Maps can be completed to reveal a large area around them and to obtain a Tablet .
    Completing a Precursor Tower requires you to activate the Precursor Beacon at the end of the Map, after defeating the Map Boss .
    | Completing the Tower makes all nearby Maps accessible

""I see a pattern in these towers. Whoever the Precursors were, they sought to master this world, to shape it as they saw fit. My people had the same ambition...""

Visions of Paradise Lv. 65+
Visions of Paradise

Base: Irradiated Tablet

Implicit
  • Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
    Adds IrradiatedIrradiated

    Area has +1 to Monster Level.
    to a Map | 1 uses remaining
Explicit
  • If Map was not previously IrradiatedIrradiated

    Area has +1 to Monster Level.
    , completing Map adds IrradiationIrradiation

    Area has +1 to Monster Level.
    instead
    If Map was not previously IrradiatedIrradiated

    Area has +1 to Monster Level.
    , completing Map adds IrradiationIrradiation

    Area has +1 to Monster Level.
    instead

""If they had ever completed the tower network, it could have changed the face of the world...""

Cruel Hegemony Lv. 65+
Cruel Hegemony

Base: Overseer Tablet

Implicit
  • EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
    EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
Explicit
  • Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    have 1 additional ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.
    Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.
    Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.
    Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.
    Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    have 1 additional ModifiersModifier

    Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.
    Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.
    Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.
    Other mechanics such as Azmeri Spirits , Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.

"The lash of the whip, the ire of the tithe... the press of the boot."

Season of the Hunt Lv. 65+
Season of the Hunt

Base: Overseer Tablet

Implicit
  • EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
    EmpowersEmpowers

    Empowering a Map BossMap Bosses upgrades it to a Powerful Map BossMap Bosses
    the Map BossMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    of a Map | 10 uses remaining
Explicit
  • Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    are Hunted by Azmeri SpiritsAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians.
    Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful.
    Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
    Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.
    Map BossesMap Bosses

    Endgame Maps each contain a Map BossEmpowers. These Map BossesEmpowers are Unique Monsters that have special mechanics and drop increased rewards.
    Defeating the Map BossEmpowers will complete the Map.
    are Hunted by Azmeri SpiritsAzmeri Spirits

    Azmeri Spirits are the spirits of various Azmeri Animal Guardians.
    Azmeri Spirits appear as wisps that flee as you approach them. Normal or Magic Monsters the Spirit comes into contact with become Spirit-Influenced , making them more powerful.
    Sometimes the Spirit will reach and Possess a Rare or Unique monster, making them substantially stronger and rewarding while occasionally summoning spiritual animals depending on the type of Animal Spirit they represent.
    Possessed monsters are more rewarding depending on how many Spirit-Influenced monsters were defeated leading up to possession.

"Darkness and light, naught but forest between. As the forest fades, the twilight hunt begins."

Freedom of Faith Lv. 65+
Freedom of Faith

Base: Ritual Tablet

Implicit
  • Adds Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    to a Map | 10 uses remaining
    Adds Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    to a Map | 10 uses remaining
Explicit
  • Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in Area costs (10-15) % inc. Tribute
    Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in Area costs (10-15) % increased Tribute
  • Can Reroll Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in your Maps twice as many times
    Can Reroll Favours at Ritual AltarsRitual Altars

    Ritual Altars are sacrificial sites that absorb the monsters slain within their ritual circles. After an amount of monsters have been slain, the Ritual can be activated.
    Activating the Ritual will resurrect the slain monsters, requiring you slay them once more.
    Defeating these revived monsters earns you Tribute, a resource that you can trade for various Favours from the Ritual Altar.
    The list of Favours tradable for Tribute can be rerolled, costing Tribute.
    Favours can be deferred, paying a part of their cost but having them appear again later.
    in your Maps twice as many times

"When darkness comes, we pray for light. When darkness is all that there is, we pray for death."

Unique Tablets

#

Overview

POE2 Endgame: Map Boss Layer, Powerful Bosses, and Citadels

  • Map bosses are a central progression axis in modern POE2 endgame. By 0.3.1, all regular maps were standardized around boss completion, and the 'Powerful Boss' layer became the key trigger for some atlas passives and rewards.
  • Citadels remain a major high-end gate because they feed boss-atlas progression and the fragment loop for upper-tier Arbiter content.

Map Bosses & Citadels

#

Endgame & Atlas

Open in the full app ↗