Items & Uniques

Item Bases Complete Reference

Weapons are a category of equipment that are equipped to deal damage with attacks or provide various modifiers that modify a character's damage.

8 min read·Updated 2026-07-11·Editor score 92/100
Armour screenshot 1
Editor's TakeMedium92/100

Everything you need on Item Bases Complete Reference in one scan: core mechanics, priority actions, and common mistakes to skip.

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⚡ Pro Tips

  • To prevent one third of damage (33%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • Unique items can brick your build; read the downside text before equipping.
  • Keep backup resist gear in stash for boss swaps.

✓ Quick Checklist

  • To prevent one third of damage (33%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • To prevent half of damage (50%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)

Weapons

Weapons are a category of equipment that are equipped to deal damage with attacks or provide various modifiers that modify a character's damage.

Weapon sets

Characters can equip two one-handed weapons (dual wielding), a one-handed weapon and an off-hand, or a two-handed weapon. Weapons can only be equipped directly into the off-hand slot while dual wielding. Additionally, Bows can be equipped with a quiver.

Characters can equip two sets of weapons, and switch between them through a keybind for weapon swapping. Each of your skills can be assigned one or both specific weapon sets; if a skill is assigned to the opposite weapon set only, weapon set is swapped automatically when using that skill. It is possible to lock one weapon to be used on both sets.

Martial weapons

Martial weapons are weapons that are used to attack with directly. Martial weapons have base physical damage or elemental damage, critical hit chance, and attack time. These can be directly modified with local modifiers. Additionally, each melee weapon item class has an innate weapon range, which determines the distance from which they can physically strike enemies.

Weapon range

Martial weapons have the following base ranges:

Item classRange
Dagger1.0
Flail1.1
One Hand Axe1.1
One Hand Sword1.1
Talisman1.2
One Hand Mace1.3
Two Hand Axe1.3
Two Hand Mace1.3
Two Hand Sword1.3
Quarterstaff1.4
Spear1.5
Bow12.0
Crossbow12.0

Caster weapons

Caster weapons are weapons that give bonuses to spells or minions and are not used to attack with. All caster weapons come with an inherent skill. They also have different pools of modifiers that suit their archetypes.

Wands, staves, and sceptres are caster weapons.

Sceptres have the distinction of being able to be wielded in either the main hand or off hand slot. It is not possible to dual wield sceptres.

Traps

Traps have no base attack stats and cannot be used to attack directly. Traps are used exclusively for Trap skills and have stats that determine the trap's arming time and type of detonation (Manual or Proximity).

Summary

Weapon classHTypeDual WieldOff-handStrengthDexterityIntelligence
Maces1/2MartialMace, Shield, Foci, Sceptre100%0%0%
Axes1/2MartialAxe, Shield, Foci, Sceptre75%25%0%
Flails1MartialShield, Foci, Sceptre75%0%25%
Swords1/2MartialSword, Shield, Foci, Sceptre50%50%0%
Crossbows2Martial50%50%0%
Sceptres1CasterShield, Foci50%0%50%
Spears1MartialShield, Foci, Sceptre25%75%0%
Bows2MartialQuiver0%100%0%
Quarterstaves2Martial0%75%25%
Daggers1MartialDagger, Shield, Foci, Sceptre0%50%50%
Traps2Trap0%50%50%
Talismans2MartialSceptrea75%0%25%
Wands1CasterShield, Foci, Sceptre0%0%100%
Staves2CasterFocib0%0%100%

b Requires Instruments of Power

VersionChanges
0.3.0Modifiers on Martial Weapons now roll up to +25% to Critical Damage Bonus (previously up to +39%). Existing items can be made worse with a Divine Orb. The Corruption Implicit on Martial Weapons is now +5-10% to Critical Damage Bonus (previo
0.2.0The first two tiers of added Elemental Damage modifiers on Weapons have had their values lowered. Added Lighting Damage modifiers on Weapons have had their values slightly lowered.
0.1.0Introduced to the game.

Claws were originally planned to return as the main weapon of the Huntress, but was scrapped during development. Several unique claws from Path of Exile 1 have been added as unique gloves instead.

Armour

Armour is a defence that provides damage reduction to incoming physical damage from hits. The % of damage reduced depends on the size of the incoming hit relative to the armour value and cannot exceed 90%. Armour is associated with strength.

Mechanics

Armour grants physical damage reduction, with the exact amount of damage reduction depending on the ratio of armour to the physical damage of the hit. If the armour value is significantly larger than the damage, most of the damage is prevented. If the armour value is similar to or less than the incoming damage, only a small percentage of that damage will be prevented. As a result, armour is more effective against many smaller hits rather than fewer larger hits, even if the total damage dealt would be identical.

Armour never mitigates damage over time, as armour only applies to hits. Bleed is an ailment that deals physical damage over time that is based on the physical damage dealt by a skill before mitigation; armour will reduce the hit damage but not the damage over time. However, both the hit damage and the damage over time can be mitigated with sources of #% additional Physical Damage Reduction. The maximum total physical damage reduction from all sources is 90%.

Normally Armour only applies to physical damage; however, it can be made to apply to other damage types through items or passive skills, such as BlackbraidBlackbraidFur PlateArmour: (100-120)Movement Speed: -5.0%Requires Level 4, 10 Str+(40-60) to Armour+(5-15) to Strength+(5-15) to Intelligence+10% to all Elemental Resistances+(40-60) to Stun Threshold+(100-150)% of Armour also applies to Elemental DamageAn Ezomyte endures. or Doryani's PrototypeDoryani's PrototypeScale MailArmour: (187-250)Evasion: (168-224)Movement Speed: -4.0%Requires Level 37, 34 Str, 34 Dex(50-100)% increased Armour and Evasion+(60-100) to maximum Life+100% of Armour also applies to Lightning DamageEnemies in your Presence have Lightning Resistance equal to yoursLightning Resistance does not affect Lightning damage taken"This was the first step in some grand design,lost to the ages, now ours to decipher."- Dominus, High Templar. In such cases, the armour value applies independently to each damage type. The maximum elemental or chaos damage reduction is also 90%.

Armour cannot reduce an instance of damage to below 1.

Rule of thumb

  • To prevent one third of damage (33%), you need armour 5 times the damage (e.g. 500 armour for 100 damage)
  • To prevent half of damage (50%), you need armour 10 times the damage (e.g. 1000 armour for 100 damage)
  • To prevent two thirds of damage (66%), you need armour 20 times the damage (e.g. 2000 armour for 100 damage)
  • To prevent three quarters of damage (75%), you need armour 30 times the damage (e.g. 3000 armour for 100 damage)
  • To prevent 90% of damage, you need armour 90 times the damage (e.g. 9000 armour for 100 damage)

When the damage of a hit significantly exceeds Armour, it will never prevent more damage than the armour value divided by 10 (e.g. 1000 armour will never prevent more than 100 damage at its minimum percentage prevention).

Armour formulas

Relative damage reduction

The following is the base formula that can be used to calculate the damage reduction gained from armour:

D R ( A , D r a w ) = A A + 10 ∗ D r a w \color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}DR(A,D_{raw})={A \over A+10*D_{raw}}

where A is the defender's armour rating and Draw is the raw physical damage.

To calculate the armour rating required to mitigate a given amount of damage at a specific ratio, the following formula can be used:

A ( D r a w , D R ) = D R ∗ 10 ∗ D r a w 1 − D R \color [rgb]{0.6392156862745098,0.5529411764705883,0.42745098039215684}A(D_{raw},DR)={DR*10*D_{raw} \over 1-DR}

Examples

Related mechanics

Armour Break

Armour Break is a debuff that reduced Armour by a specified amount. When a target's Armour is broken to 0, it has Fully Broken Armour, which interact with certain mechanics. Enemies (but not players) with Fully Broken Armour also take 20% increased physical damage from hits.

Bear form

While Shapeshifted into a Bear, you gain +10 Armour per character level and +30% of your Armour also applies to elemental damage.

Related skills

GemTier
Raise ShieldRaise ShieldAttack, AoE, Melee, Physical, ChannellingLevel: 1Attack Time: 0.55 secCritical Strike Chance: 5.00%Attack Damage: 80% of baseRequires: Armoured ShieldRaise your Shield to Block all incoming Blockable hits. Release im0
File:Rite of Restoration inventory icon.pngRite of RestorationRite of RestorationSpell, AoE, Duration, StagedLevel: (1-20)Cooldown Time: 10.00 secCan Store 1 Use(s)Cast Time: 0.60 secPlace a Sigil on the ground, providing a powerful Buff to0
Shield ChargeShield ChargeAttack, AoE, Melee, Physical, Channelling, TravelTier: 3Level: (1-20)Cost: (7-48) Mana per secondAttack Time: 0.60 secCritical Strike Chance: 5.00%Attack Damage: (30-94)% of baseRequires: Armoured ShieldChannel to 3
Skeletal Frost MageSkeletal Frost MageMinion, Persistent, ColdTier: 5Level: (1-20)Reservation: (120-39) SpiritActivate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.Command: Ice ArmourCool5
VulnerabilityVulnerabilitySpell, AoE, Physical, Duration, Curse, RepeatableTier: 7Level: (1-20)Cost: (41-178) ManaCast Time: 0.70 secCurse all targets in an area after a short delay. making Hits against them ignore a portion of their Armour7
Shield WallShield WallAttack, AoE, Melee, Physical, DurationTier: 7Level: (1-20)Cost: (13-92) ManaAttack Time: 1.25 secCritical Strike Chance: 5.00%Attack Damage: (65-235)% of baseRequires: Armoured ShieldRam your Shield into the ground, th7
Fortifying CryFortifying CryWarcry, Attack, AoE, Melee, Trigger, Physical, Duration, NovaTier: 9Level: (1-20)Cost: (19-85) ManaCooldown Time: 8.00 secCan Store 1 Use(s)Use Time: 0.80 secRequires: Armoured ShieldPerform a Warcry that grants 9

Persistent skills

GemTier
Sorcery WardSorcery WardSpell, Buff, Persistent, Lightning, Cold, FireLevel: (1-20)Cast Time: 1.00 secPassively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to0
Virtuous BarrierVirtuous BarrierBuff, PersistentLevel: (1-20)While active, conjures a glittering barrier that accumulates protective gemstone Motes of each Attribute type over time, but loses a random Mote when you are Hit.Gains a random Mo0
Magma BarrierMagma BarrierBuff, Attack, Persistent, AoE, Melee, Trigger, FireTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Shield, BucklerWhile active, increases your Block Chance passively and imbues your Shield with lava over time. 4
Scavenged PlatingScavenged PlatingBuff, Persistent, Physical, DurationTier: 4Level: (1-20)Reservation: 30 SpiritWhile active, uses fragments of armour scavenged from enemies to bolster your own. Fully Breaking an enemy's Armour grants you s4
BarkskinBarkskinBuff, Persistent, DurationTier: 8Level: (1-20)Reservation: 30 SpiritWhile active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stac8
Defiance BannerDefiance BannerBanner, Buff, Persistent, AoE, Aura, Duration, ConditionalTier: 8Level: (1-20)Reservation: 30 SpiritWhile active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner f8
Charge RegulationCharge RegulationBuff, PersistentTier: 14Level: (1-20)Reservation: 30 SpiritWhile active, you gain powerful Buffs based on your active Charges. However, maintaining the Buff Consumes Charges every few seconds.(20-26)% more 14

Support gems

GemTier
Refraction IRefraction ISupport, Buff, PersistentCategory: RefractionTier: 2Additional Reservation: 10 SpiritSupport Requirements: +5 StrSupports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff 2
Refraction IIRefraction IISupport, Buff, PersistentCategory: RefractionTier: 3Additional Reservation: 10 SpiritSupport Requirements: +5 StrSupports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buf3
Refraction IIIRefraction IIISupport, Buff, PersistentCategory: RefractionTier: 5Additional Reservation: 10 SpiritSupport Requirements: +5 StrSupports Banner Skills, causing Enemies within their area to gain Refractive Dissolution, a Debuff 5

Related base items

ItemBase itemItem classStats
Plate BeltPlate BeltRequires Level 25Has (1-3) Charm Slots+(100-140) to ArmourBelt25Has (1-3) Charm Slots+(100-140) to Armour
Warlord CuirassWarlord CuirassArmour: 496Movement Speed: -5.0%Requires Level 80, 121 Str+(15-25)% of Armour also applies to Elemental DamageBody Armour80+(15-25)% of Armour also applies to Elemental Damage

Related unique items

ItemBase itemItem classStats
BlackbraidBlackbraidFur PlateArmour: (100-120)Movement Speed: -5.0%Requires Level 4, 10 Str+(40-60) to Armour+(5-15) to Strength+(5-15) to Intelligence+10% to all Elemental Resistances+(40-60) to Stun Threshold+(100-150)% of Armour also appFur PlateBody Armour4+(40-60) to Armour+(5-15) to Strength+(5-15) to Intelligence+10% to all Elemental Resistances+(40-60) to Stun Threshold+(100-150)% of Armour also applies to Elemental Damage
For UtopiaFor UtopiaStone CharmLasts 3.00 SecondsConsumes 20 of 40 Charges on useCannot be StunnedRequires Level 8Used when you become StunnedDefend with 200% of Armour during effect"It may be centuries hence, but I still hold utmost faith.Stone CharmCharm8Used when you become StunnedDefend with 200% of Armour during effect
GoregirdleGoregirdlePlate BeltRequires Level 25Has (1-3) Charm Slots+(100-140) to Armour+(20-30) to Strength(10-20) Life Regeneration per secondDefend with 200% of ArmourMaximum Physical Damage Reduction is 50%Bleeding just means you're stiPlate BeltBelt25Has (1-3) Charm Slots+(100-140) to Armour+(20-30) to Strength(10-20) Life Regeneration per secondDefend with 200% of ArmourMaximum Physical Damage Reduction is 50%
Doryani's PrototypeDoryani's PrototypeScale MailArmour: (187-250)Evasion: (168-224)Movement Speed: -4.0%Requires Level 37, 34 Str, 34 Dex(50-100)% increased Armour and Evasion+(60-100) to maximum Life+100% of Armour also applies to LightninScale MailBody Armour37(50-100)% increased Armour and Evasion+(60-100) to maximum Life+100% of Armour also applies to Lightning DamageEnemies in your Presence have Lightning Resistance equal to yoursLightning Resistance does not affect Lightning damage taken
Grip of KulemakGrip of KulemakAbyssal SignetRequires Level 40Inflict Abyssal Wasting on Hit(30-20)% reduced Presence Area of Effect(30-20)% reduced Light Radius<Can gain 0-4 custom Desecrated Modifiers> (Hidden)Drink deeply of the Well.Let Abyssal SignetRing40Inflict Abyssal Wasting on Hit(30-20)% reduced Presence Area of Effect(30-20)% reduced Light Radius<Can gain 0-4 custom Desecrated Modifiers> (Hidden)(60-100)% increased Magnitude of Abyssal Wasting you inflictAbyssal Wasting you inflict ha<Can gain 0-4 custom Desecrated Modifiers> (Hidden)(60-100)% increased Magnitude of Abyssal Wasting you inflictAbyssal Wasting you inflict has Infinite DurationAbyssal Wasting also applies -(8-6)% to Fire Resistance+(20-30)% of Armour also applies to Elemental DamageGain (8-12)% of Damage a
<Can gain 0-4 custom Desecrated Modifiers> (Hidden)
(60-100)% increased Magnitude of Abyssal Wasting you inflictAbyssal Wasting you inflict has Infinite DurationAbyssal Wasting also applies -(8-6)% to Fire Resistance+(20-30)% of Armour also applies to Elemental DamageGain (8-12)% of Damage a
LoreweaveLoreweaveOrnate RingmailArmour: 225Energy Shield: 66Movement Speed: -4.0%Requires Level 43, 45 Str, 45 IntAdds (1-4) to (8-12) Physical Damage to Attacks+(200-300) to Accuracy Rating+(20-30) to maximum Mana(6-15)% increased Rarity Ornate RingmailBody Armour43Adds (1-4) to (8-12) Physical Damage to Attacks+(200-300) to Accuracy Rating+(20-30) to maximum Mana(6-15)% increased Rarity of Items found+(2-5)% to Quality of all Skills(7-10)% increased Cast SpeedYour Maximum Resistances are (75-80)%<3 r<3 random unique ring modifiers>(50-70)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(-100-100)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(56-85)% increased Rarity of Items foundY
<3 random unique ring modifiers>
(50-70)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(-100-100)% increased Rarity of Items foundYour other Modifiers to Rarity of Items found do not apply(56-85)% increased Rarity of Items foundY

Related passive skills

The following passive skills are related to armour:

Base armour rating

NameStats
Armour+20 to Armour
Armour and Energy Shield+10 to Armour+5 to maximum Energy Shield
Armour and Evasion+10 to Armour+8 to Evasion Rating

Increased armour

NameStats
Armour15% increased Armour 20% increased Armour if you haven't been Hit Recently 20% increased Armour if you have been Hit Recently 18% increased Armour 10% increased Armour+5% of Armour also applies to Elemental Damage
Armour and Applies to Lightning Damage10% increased Armour+10% of Armour also applies to Lightning Damage
Armour and Applies to Cold Damage10% increased Armour+10% of Armour also applies to Cold Damage
Armour and Applies to Fire Damage10% increased Armour+10% of Armour also applies to Fire Damage
Armour and Energy Shield12% increased Armour12% increased maximum Energy Shield 10% increased Armour10% increased maximum Energy Shield
Armour and Energy Shield Delay12% increased Armour4% faster start of Energy Shield Recharge
Armour and Evasion while Surrounded20% increased Armour while Surrounded20% increased Evasion Rating while Surrounded
Armour and Slow Effect on You5% reduced Slowing Potency of Debuffs on You10% increased Armour
Armour Break and ArmourBreak 15% increased Armour10% increased Armour
Armour if Consumed Endurance Charge20% increased Armour if you've consumed an Endurance Charge Recently
Armour if Hit20% increased Armour if you have been Hit Recently
Armour while Surrounded30% increased Armour while Surrounded
DeflectionGain Deflection Rating equal to 5% of Evasion Rating10% increased Armour
Endurance Charge Duration and Armour10% increased Endurance Charge Duration10% increased Armour if you've consumed an Endurance Charge Recently
Fire Damage and Armour6% increased Fire Damage10% increased Armour
Life Leech. Armour and Evasion while Leeching8% increased Armour and Evasion Rating while Leeching6% increased amount of Life Leeched
Shapeshifted Armour10% increased Armour while Shapeshifted+5% of Armour also applies to Elemental Damage while Shapeshifted
Ancient Aegis60% increased Armour from Equipped Body Armour60% increased Energy Shield from Equipped Body Armour
Backup Plan20% increased Armour and Evasion Rating40% increased Armour if you haven't been Hit Recently40% increased Evasion Rating if you have been Hit Recently

Armour applies to non-physical damage

NameStats
Armour10% increased Armour+5% of Armour also applies to Elemental Damage
Armour and Applies to Lightning Damage10% increased Armour+10% of Armour also applies to Lightning Damage
Armour and Applies to Cold Damage10% increased Armour+10% of Armour also applies to Cold Damage
Armour and Applies to Fire Damage10% increased Armour+10% of Armour also applies to Fire Damage
Armour and Energy ShieldFile:ArmourElementalDamageEnergyShieldRecharge passive skill icon.png4% faster start of Energy Shield Recharge+5% of Armour also applies to Elemental Damage +8% of Armour also applies to Elemental Damage
Armour and Evasion10% increased Evasion Rating+5% of Armour also applies to Elemental Damage
Armour Applies to Cold Damage Hits+15% of Armour also applies to Cold Damage
Armour applies to Elemental Damage and DeflectionFile:ArmourElementalDamageDeflect passive skill icon.png+5% of Armour also applies to Elemental DamageGain Deflection Rating equal to 5% of Evasion Rating +4% of Armour also applies to Elemental DamageGain Deflection Rating equal to 6% of Evasion Rating +6% of Armour also applies to Elemental Da
Armour Applies to Elemental Damage and Energy Shield DelayFile:ArmourElementalDamageEnergyShieldRecharge passive skill icon.png4% faster start of Energy Shield Recharge+5% of Armour also applies to Elemental Damage 3% faster start of Energy Shield Recharge+6% of Armour also applies to Elemental Damage
Armour Applies to Fire Damage Hits+15% of Armour also applies to Fire Damage
Armour Applies to Lightning Damage Hits+15% of Armour also applies to Lightning Damage
Energy Shield and Armour applies to Elemental Damage Hits+5% of Armour also applies to Elemental Damage12% increased maximum Energy Shield
Energy Shield Delay and Armour Applies to Elemental DamageFile:ArmourElementalDamageEnergyShieldRecharge passive skill icon.png5% faster start of Energy Shield Recharge+3% of Armour also applies to Elemental Damage
Shapeshifted Armour10% increased Armour while Shapeshifted+5% of Armour also applies to Elemental Damage while Shapeshifted
Shapeshifting Armour applies to Elemental Damage Hits+8% of Armour also applies to Elemental Damage while Shapeshifted
Bhatair's StormFile:ArmourElementalDamageEnergyShieldRecharge passive skill icon.png8% faster start of Energy Shield Recharge+12% of Armour also applies to Elemental DamageArchon recovery period expires 10% faster10% increased effect of Archon Buffs on you
Brinerot Ferocity+30% of Armour also applies to Lightning Damage+8% to Lightning Resistance4% increased Attack Speed
Chillproof+30% of Armour also applies to Cold Damage30% reduced Effect of Chill on you30% increased Freeze Threshold10% increased Armour
Cirel of Tarth's Light10% faster start of Energy Shield Recharge+10% of Armour also applies to Elemental Damage10% increased Area of Effect10% increased Accuracy Rating10% increased Light Radius

Miscellany

NameStats
Armour Modifier LevelArmour Modifiers on Birthed Items have Minimum Modifier Level 60
Block and Shield Defences4% increased Block chance15% increased Armour, Evasion and Energy Shield from Equipped Shield
Channelling Damage and DefencesChannelling Skills deal 6% increased Damage4% increased Armour, Evasion and Energy Shield while Channelling
Channelling Defences8% increased Armour, Evasion and Energy Shield while Channelling
Defences and Companion LifeCompanions have 12% increased maximum Life10% increased Armour, Evasion and Energy Shield while your Companion is in your Presence
Defenses and Companion LifeCompanions have 12% increased maximum Life10% increased Armour, Evasion and Energy Shield while your Companion is in your Presence
Shield Defences25% increased Armour, Evasion and Energy Shield from Equipped Shield
Thorns Ignore ArmourThorns Damage has 25% chance to ignore Enemy Armour
Barrier of VenariusDefend with 120% of Armour while not on Low Energy Shield20% increased maximum Energy Shield25% reduced Armour Break taken
Blade CatcherDefend with 200% of Armour against Critical Hits+15 to Strength
BreakageBreak 60% increased Armour10% chance to Defend with 200% of Armour
Captivating Companionship20% increased Armour, Evasion and Energy Shield while your Companion is in your Presence5% of Damage from Hits is taken from your Damageable Companion's Life before you
Cooked60% increased Critical Damage Bonus25% reduced Armour, Evasion and Energy Shield
Defiance20% increased Armour and Evasion Rating80% increased Armour and Evasion Rating when on Low Life
Fortified Aegis100% increased Armour, Evasion and Energy Shield from Equipped Shield
Fortified Location10% increased Armour and Evasion Rating per Summoned Totem in your Presence10% increased Attack Damage per Summoned Totem in your Presence
General's BindingsGain 8% of Evasion Rating as extra Armour
Heavy ArmourGain Armour equal to 150% of total Strength Requirements of Equipped Boots, Gloves and Helmet
Impenetrable ShellDefend with 150% of Armour against Hits from Enemies that are further than 6m away

Paths Not Taken passive skills

The following passive skills are exclusive the Oracle with The Unseen Path allocated:

NameStats
Armour30% increased Armour while stationary
Armour and Block Chance15% increased Armour while stationary5% increased Block chance
Armour while Bleeding30% increased Armour while Bleeding
Unmoving Craiceann30% increased Armour while stationary30% increased Life Regeneration Rate while stationary
Vale Dweller50% increased Armour while Bleeding50% reduced Magnitude of Bleeding on You

Ascendancy passive skills

The following Ascendancy passive skills are related to armour:

AscendancyClassNameStats
Disciple of VarashtaSacred Rituals60% of your current Energy Shield is added to your Armour fordetermining your Physical Damage Reduction from Armour
Invoker...and Protect me from Harm35% less Evasion RatingPhysical Damage Reduction from Armour is based on your combined Armour and Evasion Rating
PathfinderTraveller's WisdomAttribute Passive Skills can instead grant 5% increased DamageAttribute Passive Skills can instead grant 5% increased Armour, Evasion and Energy ShieldAttribute Passive Skills can instead grant 5% increased Cost Efficiency
ShamanDefences10% increased Armour, Evasion and Energy Shield
TacticianArmour and Evasion15% increased Armour and Evasion Rating
TacticianPolish That GearGain Deflection Rating equal to 20% of ArmourGain 100% of Evasion Rating as extra Ailment Threshold
TacticianStay Light, Use CoverDefend with 200% of ArmourEnemies have an Accuracy Penalty against you based on DistanceMaximum Chance to Evade is 50%Maximum Physical Damage Reduction is 50%
TitanArmour20% increased Armour
WitchhunterObsessive RitualsGrants Skill: Sorcery Ward50% less Armour and Evasion Rating

Keystones

The following Keystones are related to armour:

NameStats
Circular TeachingsGain no inherent bonus from Dexterity1% increased Armour per 2 Dexterity
Craftsman's CreedAllows Blacksmith's, Armourer's and Basic Strongboxes to roll Prefix Modifiers that cause dropped items to require particular Attributes
Hollow Palm TechniqueCan Attack as though using a Quarterstaff while both of your hand slots are emptyUnarmed Attacks that would use an Equipped Quarterstaff's damage have:• Base Unarmed Physical damage replaced with damage based on their Skill Level• 1% more A
Iron ReflexesConverts all Evasion Rating to Armour
Scarred Faith5% of Physical Damage prevented Recouped as Energy Shield per enemy PowerEnergy Shield does not RechargeYou cannot Recover Energy Shield from RegenerationYou cannot Recover Energy Shield to above Armour
VersionChanges
0.4.0dThe character sheet now displays how much item armour, evasion and/or energy shield you have.
0.4.0Physical Damage Reduction from Armour can no longer cause a hit to deal 0 damage. This is mostly targeted at preventing cases where multi-hitting player skills could deal 0 damage to armoured monsters at very low levels. In these cases, the
0.2.0fFixed a bug where players were gaining 1% of their Evasion Rating as Armour at all times. This also fixes a bug where the Iron Reflexes Keystone Passive Skill and General's Bindings Notable Passive Skill were not providing the correct amoun
0.2.0Armour on all monsters has been reduced by 30%.
0.1.1Armour has been made more effective, by approximately 15%.
0.1.0Introduced to the game.

Bows

Bow is an item class of two-handed martial ranged weapons that require strength and dexterity to equip. Bows can be equipped together with a quiver.

Mechanics

List of bows

ItemDamageAPSCritpDPSChaos DPSDPSStats
Crude BowCrude BowBowPhysical Damage: 6-9Critical Strike Chance: 5.00%Attacks per Second: 1.20106-91.205.00%9.09.0
ShortbowShortbowBowPhysical Damage: 7-14Critical Strike Chance: 5.00%Attacks per Second: 1.25Requires Level 5, 12 Dex5127-141.255.00%13.113.1
Warden BowWarden BowBowPhysical Damage: 12-20Critical Strike Chance: 5.00%Attacks per Second: 1.15Requires Level 11, 23 Dex(25-35)% chance to Chain an additional time112312-201.155.00%18.418.4(25-35)% chance to Chain an additional time
Recurve BowRecurve BowBowPhysical Damage: 15-31Critical Strike Chance: 5.00%Attacks per Second: 1.10Requires Level 16, 31 Dex163115-311.105.00%25.325.3
Composite BowComposite BowBowPhysical Damage: 19-31Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 22, 41 Dex224119-311.205.00%30.030.0
Dualstring BowDualstring BowBowPhysical Damage: 19-35Critical Strike Chance: 5.00%Attacks per Second: 1.15Requires Level 28, 52 Dex+50% Surpassing chance to fire an additional Arrow285219-351.155.00%31.031.0+50% Surpassing chance to fire an additional Arrow
Cultist BowCultist BowBowPhysical Damage: 22-36Chaos Damage: 7-19Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 33, 60 DexAdds 7 to 19 Chaos Damage (Hidden)336022-367-191.205.00%34.815.650.4Adds 7 to 19 Chaos Damage (Hidden)
Zealot BowZealot BowBowPhysical Damage: 31-47Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 39, 70 Dex397031-471.205.00%46.846.8
Artillery BowArtillery BowBowPhysical Damage: 39-72Critical Strike Chance: 5.00%Attacks per Second: 1.10Requires Level 45, 80 Dex50% reduced Projectile Range458039-721.105.00%61.161.150% reduced Projectile Range
Tribal BowTribal BowBowPhysical Damage: 38-57Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 50, 89 Dex508938-571.205.00%57.057.0
Twin BowTwin BowBowPhysical Damage: 32-60Critical Strike Chance: 5.00%Attacks per Second: 1.15Requires Level 54, 96 Dex+50% Surpassing chance to fire an additional Arrow549632-601.155.00%52.952.9+50% Surpassing chance to fire an additional Arrow
Adherent BowAdherent BowBowPhysical Damage: 35-59Chaos Damage: 14-32Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 59, 104 DexAdds 14 to 32 Chaos Damage (Hidden)5910435-5914-321.205.00%56.427.684.0Adds 14 to 32 Chaos Damage (Hidden)
Militant BowMilitant BowBowPhysical Damage: 46-69Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 62, 109 Dex6210946-691.205.00%69.069.0
Ironwood ShortbowIronwood ShortbowBowPhysical Damage: 41-76Critical Strike Chance: 5.00%Attacks per Second: 1.25Requires Level 67, 134 Dex6713441-761.255.00%73.173.1
Cavalry BowCavalry BowBowPhysical Damage: 49-82Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 72, 149 Dex7214949-821.205.00%78.678.6
Guardian BowGuardian BowBowPhysical Damage: 53-88Critical Strike Chance: 5.00%Attacks per Second: 1.15Requires Level 77, 163 Dex(25-35)% chance to Chain an additional time7716353-881.155.00%81.181.1(25-35)% chance to Chain an additional time
Warmonger BowWarmonger BowBowPhysical Damage: 56-84Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 77, 163 Dex7716356-841.205.00%84.084.0
Gemini BowGemini BowBowPhysical Damage: 39-72Critical Strike Chance: 5.00%Attacks per Second: 1.15Requires Level 78, 163 Dex+50% Surpassing chance to fire an additional Arrow7816339-721.155.00%63.863.8+50% Surpassing chance to fire an additional Arrow
Obliterator BowObliterator BowBowPhysical Damage: 62-115Critical Strike Chance: 5.00%Attacks per Second: 1.10Requires Level 78, 163 Dex50% reduced Projectile Range7816362-1151.105.00%97.497.450% reduced Projectile Range

List of unique bows

ItemDamageAPSCritpDPSChaos DPSeDPSDPSStats
WidowhailWidowhailCrude BowBowPhysical Damage: 6-9Critical Strike Chance: 5.00%Attacks per Second: 1.20(150-250)% increased bonuses gained from Equipped Quiver"A volley of arrows were loosedfrom my bow into the heart ofthe man who slew my b106-91.205.00%9.09.0(150-250)% increased bonuses gained from Equipped Quiver
Quill RainQuill RainShortbowBowPhysical Damage: 7-14Critical Strike Chance: 5.00%Attacks per Second: 2.50Requires Level 5, 12 Dex100% increased Attack Speed+(10-20) to Dexterity(50-100)% increased Arrow Speed40% less Attack Damage"The rain 5127-142.505.00%26.226.2100% increased Attack Speed+(10-20) to Dexterity(50-100)% increased Arrow Speed40% less Attack Damage
IronboundIronboundWarden BowBowPhysical Damage: 12-20Critical Strike Chance: 5.00%Attacks per Second: (1.21-1.26)Requires Level 11, 23 Dex(25-35)% chance to Chain an additional time+(100-150) to Armour(5-10)% increased Attack Speed+12% to B112312-20(1.21-1.26)5.00%(19.3-20.2)(19.3-20.2)(25-35)% chance to Chain an additional time+(100-150) to Armour(5-10)% increased Attack Speed+12% to Block chance(3-5)% increased Block chance per 100 total Item Armour on Equipped Armour ItemsHits with this weapon have (1-2) to (4-5) Added
SplinterheartSplinterheartRecurve BowBowPhysical Damage: (33-39) to (68.2-80.6)Critical Strike Chance: 5.00%Attacks per Second: 1.10Requires Level 16, 31 Dex(120-160)% increased Physical Damage+(50-70) to Accuracy Rating(20-30)% increased P1631(33-39) to (68.2-80.6)1.105.00%(55.7-65.8)(55.7-65.8)(120-160)% increased Physical Damage+(50-70) to Accuracy Rating(20-30)% increased Projectile SpeedProjectiles Split towards +2 targets
DoomfletchDoomfletchComposite BowBowPhysical Damage: (24-26) to (41-43)Critical Strike Chance: 5.00%Attacks per Second: 1.20Requires Level 22, 41 DexAdds (5-7) to (10-12) Physical Damage+10 to Dexterity(30-50)% increased Mana Regeneration R2241(24-26) to (41-43)1.205.00%(39.0-41.4)(39.0-41.4)Adds (5-7) to (10-12) Physical Damage+10 to Dexterity(30-50)% increased Mana Regeneration RateAttacks with this Weapon gain 100% of Physical damage as Extra damage of each Element
Death's HarpDeath's HarpDualstring BowBowPhysical Damage: 19-35Critical Strike Chance: 5.00%Attacks per Second: 1.15Requires Level 28, 52 Dex+50% Surpassing chance to fire an additional Arrow+(20-25)% to Critical Damage BonusGain (20-30) Li285219-351.155.00%31.031.0+50% Surpassing chance to fire an additional Arrow+(20-25)% to Critical Damage BonusGain (20-30) Life per enemy killedGain (12-18) Mana per enemy killed+(250-330)% Surpassing chance to fire an additional Arrow
SlivertongueSlivertongueZealot BowBowPhysical Damage: (71-79) to (112-119)Critical Strike Chance: (9.00-11.00)%Attacks per Second: 1.20Requires Level 39, 70 DexAdds (40-48) to (65-72) Physical Damage+(4-6)% to Critical Hit ChanceLeeches (5-3970(71-79) to (112-119)1.20(9.00-11.00)%(109.8-118.8)(109.8-118.8)Adds (40-48) to (65-72) Physical Damage+(4-6)% to Critical Hit ChanceLeeches (5-8)% of Physical Damage as LifeLeeches (4-7)% of Physical Damage as ManaArrows ForkArrows Pierce all targets after Forking
Fairgraves' CurseFairgraves' CurseArtillery BowBowPhysical Damage: 39-72Elemental Damage: (76-98) to (126-193)Critical Strike Chance: 5.00%Attacks per Second: 1.10Requires Level 45, 80 DexGrants Skill: Level (12-20) Phantasmal Arrow50% redu458039-72(76-98) to (126-193)1.105.00%61.1(111.1-160.1)(172.2-221.1)50% reduced Projectile RangeAdds (76-98) to (126-193) Fire Damage(30-50)% increased Flammability Magnitude(10-20)% increased Ignite Magnitude30% reduced Life Recovery rate-30 Physical Damage taken from HitsAttack Hits inflict Spectral Fire
Lioneye's GlareLioneye's GlareHeavy BowBowPhysical Damage: (112.5-153) to (187.5-255)Critical Strike Chance: 5.00%Attacks per Second: 1.32Requires Level 65, 114 Dex(150-240)% increased Physical Damage+(300-500) to Accuracy Rating10% increas65114(112.5-153) to (187.5-255)1.325.00%(198.0-269.3)(198.0-269.3)(150-240)% increased Physical Damage+(300-500) to Accuracy Rating10% increased Attack Speed+(20-30) to Dexterity+2 metres to Dodge Roll distance if you haven't Dodge Rolled Recently-1 metre to Dodge Roll distance if you've Dodge Rolled Rece
PeripheryPeripheryHeartwood ShortbowBowPhysical Damage: 41-76Elemental Damage: (48-59) to (75-97), (35-53) to (65-80), (1-8) to (123-152)Critical Strike Chance: 5.00%Attacks per Second: 1.25Requires Level 67, 134 DexGrants Skill: Level (17-6713441-76(48-59) to (75-97)(35-53) to (65-80)(1-8) to (123-152)1.255.00%73.1(216.9-280.6)(290.0-353.8)Adds (48-59) to (75-97) Fire DamageAdds (35-53) to (65-80) Cold DamageAdds (1-8) to (123-152) Lightning Damage(7-17)% increased Attack SpeedElemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup
Voltaxic RiftVoltaxic RiftFanatic BowBowPhysical Damage: 47-79Elemental Damage: 1 to (300-500)Chaos Damage: 28-64Critical Strike Chance: 5.00%Attacks per Second: (1.32-1.38)Requires Level 79, 163 DexAdds 28 to 64 Chaos Damage (Hidden)Adds 17916347-791 to (300-500)28-64(1.32-1.38)5.00%(83.2-86.9)(60.7-63.5)(198.7-345.7)(342.5-496.1)Adds 28 to 64 Chaos Damage (Hidden)Adds 1 to (300-500) Lightning Damage(10-15)% increased Attack Speed100% of Lightning Damage Converted to Chaos DamageChaos Damage from Hits also Contributes to Shock Chance

Passive skills

There are passive skills that grant bow bonuses.

NameStats
Bow Accuracy Rating10% increased Accuracy Rating with Bows
Bow Critical Damage16% increased Critical Damage Bonus with Bows
Bow Damage12% increased Damage with Bows 10% increased Damage with Bows
Bow Speed3% increased Attack Speed with Bows
Surpassing Arrow Chance+8% Surpassing chance to fire an additional Arrow +10% Surpassing chance to fire an additional Arrow
Feathered FletchingIncreases and Reductions to Projectile Speed also apply to Damage with Bows
Quick Fingers+24% Surpassing chance to fire an additional Arrow

List of active skill gems usable with bows

GemTier
Bow ShotBow ShotAttack, Projectile, RepeatableLevel: (1-20)Attack Damage: (100-312)% of baseRequires: BowFire an arrow with your Bow.Skills can be managed in the Skills Panel.0
File:Smash to Smithereens inventory icon.pngSmash to SmithereensSmash to SmithereensAttack, AoE, Trigger, FireLevel: (1-20)Cooldown Time: 0.50 secCan Store 1 Use(s)Attack Damage: (130-531)% of baseRequires: Any Martial Weapon, UnarmedBlows 0
File:Vivid Stampede inventory icon.pngVivid StampedeVivid StampedeAttack, AoE, Trigger, Lightning, DurationLevel: (1-20)Cooldown Time: 0.30 secCan Store 1 Use(s)Attack Damage: (100-362)% of baseRequires: Any Martial Weapon, UnarmedCall upon0
Escape ShotEscape ShotAttack, AoE, Projectile, Trigger, ColdTier: 1Level: (1-20)Cost: (11-74) ManaAttack Damage: (65-265)% of baseRequires: BowLeap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from wh1
Lightning ArrowLightning ArrowAttack, AoE, Projectile, Lightning, Chaining, RepeatableTier: 1Level: (1-20)Cost: (6-40) ManaAttack Speed: 90% of baseAttack Damage: (80-250)% of baseRequires: BowFire a charged arrow at the target. On hitting 1
Lightning RodLightning RodAttack, AoE, Projectile, Sustained, Lightning, Duration, RepeatableTier: 1Level: (1-20)Cost: (4-30) ManaAttack Speed: 120% of baseAttack Damage: (26-94)% of baseRequires: BowFire an arrow that drops from above, cre1
Poisonburst ArrowPoisonburst ArrowAttack, AoE, Projectile, Chaos, Duration, RepeatableTier: 1Level: (1-20)Cost: (5-38) ManaAttack Damage: (88-274)% of baseRequires: BowFire a virulent arrow that creates a burst of Poison on hit, affecting a1
Freezing SalvoFreezing SalvoAttack, AoE, Projectile, Cold, RepeatableTier: 3Level: (1-20)Cost: (15-105) ManaAttack Damage: (48-150)% of baseRequires: BowPassively gains Seals over time. Using the skill fires a projectile, and breaks the Sea3
Shockwave TotemShockwave TotemAttack, Totem, AoE, Melee, Slam, Duration, NovaTier: 3Level: (1-20)Cost: (15-103) ManaRequires: Any Martial WeaponRaise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground3
SnipeSnipeAttack, AoE, Projectile, Cold, Channelling, Payoff, RepeatableTier: 3Level: (1-20)Cost: (17-118) Mana per secondAttack Speed: 45% of baseAttack Damage: (121-312)% of baseRequires: BowChannel to charge up your bow before releasing 3
Stormcaller ArrowStormcaller ArrowAttack, AoE, Projectile, Lightning, Duration, RepeatableTier: 3Level: (1-20)Cost: (7-50) ManaAttack Speed: 80% of baseAttack Damage: (20-62)% of baseRequires: BowFire an arrow that embeds where it lands for3
Vine ArrowVine ArrowAttack, AoE, Projectile, Chaos, Duration, Repeatable, PlantTier: 3Level: (1-20)Cost: (7-47) ManaAttack Damage: (70-218)% of baseRequires: BowFire an arrow into the air that lands after a short delay, damaging enemies and3
Herald of AshHerald of AshBuff, Persistent, AoE, Fire, Duration, HeraldTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion tha4
Herald of BloodHerald of BloodBuff, Attack, Persistent, AoE, Physical, Herald, PayoffTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, killing an enemy with Blood Loss will cause a bloody explosion that dea4
Herald of IceHerald of IceBuff, Attack, Persistent, AoE, Cold, Herald, PayoffTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion th4
Herald of ThunderHerald of ThunderBuff, Attack, Persistent, AoE, Lightning, Herald, PayoffTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, killing Shocked enemies with a non-Herald Attack Hit will cause su4
Wind DancerWind DancerBuff, Attack, Persistent, AoE, Melee, Trigger, StagedTier: 4Level: (1-20)Reservation: 30 SpiritRequires: Any Martial WeaponWhile active, periodically grants stages of a buff that gives you more Evasion per stage. Being4
BarrageBarrageSpell, Buff, DurationTier: 5Level: (1-20)Cost: (11-51) ManaCooldown Time: 2.00 secCan Store 1 Use(s)Cast Time: 0.70 secRequires: Spear, BowReady a volley of arrows or spears, Empowering your next Repeatable Bow or Projectile S5
Electrocuting ArrowElectrocuting ArrowAttack, AoE, Projectile, Lightning, Duration, RepeatableTier: 5Level: (1-20)Cost: (6-46) ManaAttack Speed: 110% of baseAttack Damage: (80-250)% of baseRequires: BowFire an electrifying arrow that explod5
VersionChanges
0.4.0The modifiers for "Bow Attacks fire X additional Arrows" on Bows have been disabled. A new modifier has been added to Bows "+X% Surpassing Chance to fire an additional arrow": "of Surplus" (25 - 50%) "of Splintering" (75 - 100%) "of Shards"
0.3.0Modifiers on Martial Weapons now roll up to +25% to Critical Damage Bonus (previously up to +39%). Existing items can be made worse with a Divine Orb. The Corruption Implicit on Martial Weapons is now +5-10% to Critical Damage Bonus (previo
0.2.0The first two tiers of added Elemental Damage modifiers on Weapons have had their values lowered. Added Lighting Damage modifiers on Weapons have had their values slightly lowered.
0.1.1Fixed a bug where tier 5 Bows could not roll increased Attack Speed, and tier 5 Rings could not roll maximum Life.
0.1.0Introduced to the game.

Staves

Staff is an item class of two-handed weapons that require intelligence to equip. They have no local attack stats, and instead roll modifiers for spells. Staves come with an implicit modifier that grants a specific spell; this spell is used instead of a default attack. This inherent spell will also receive any bonuses to skill level that correctly applies to that skill's tags.

A staff's level and intelligence requirement is based on the level of its granted skill implicit.

Mechanics

Modifier affinity

Explicit modifiers on staves (and wands) have some internal restrictions. Firstly, certain base types may have an "affinity" to a specific damage type which prevents certain modifiers without that affinity from being able to roll. The modifiers that are affected are:

  • +# to Level of <Fire/Cold/Lightning/Physical/Chaos> Spell Skills (Modifier affinity: Fire/Cold/Lightning/Physical/Chaos)
  • #% increased <Fire/Cold/Lightning/Chaos> Damage (Modifier affinity: Fire/Cold/Lightning/Chaos)
  • #% increased Spell Physical Damage (Modifier affinity: Physical)
  • Ailment modifiers #% increased chance to Ignite (Modifier affinity: Fire+Physical) #% increased Freeze Buildup (Modifier affinity: Cold+Physical) #% increased chance to Shock (Modifier affinity: Lightning+Physical)

where X represents a damage type. For example, an Ashen StaffAshen StaffStaffGrants Skill: Level (1-20) Firebolt with a fire affinity can roll increased fire damage and chance to ignite, but not increased cold damage or chance to shock.

Other staff base types that do not have an affinity (e.g. Chiming StaffChiming StaffStaffRequires Level 25Grants Skill: Level (7-20) Sigil of Power), can temporarily gain an affinity if it rolls any of the above modifiers, restricting its modifier pool. This affinity can be removed by removing any related modifiers. The recombinator ignores temporary affinity, allowing a base without affinity to have non-matching mods, but respects item affinity and will not move a mod to a base it could not naturally roll on.

This affinity mechanic is unrelated to the modifier tags visible in the item's advanced description. It instead applies and uses spawn weight tags (e.g. "no_fire_spell_mods").

List of staves

ItemStatsGrantedskills
Ashen StaffAshen StaffStaffGrants Skill: Level (1-20) Firebolt10Grants Skill: Level (1-20) Firebolt
Voltaic StaffVoltaic StaffStaffGrants Skill: Level (1-20) Lightning Bolt10Grants Skill: Level (1-20) Lightning Bolt
Gelid StaffGelid StaffStaffRequires Level 2Grants Skill: Level (1-20) Freezing Shards20Grants Skill: Level (1-20) Freezing Shards
Pyrophyte StaffPyrophyte StaffStaffRequires Level 16Grants Skill: Level (5-20) Solar Orb160Grants Skill: Level (5-20) Solar Orb
Chiming StaffChiming StaffStaffRequires Level 25Grants Skill: Level (7-20) Sigil of Power250Grants Skill: Level (7-20) Sigil of Power
Reaping StaffReaping StaffStaffRequires Level 38Grants Skill: Level (10-20) Reap380Grants Skill: Level (10-20) Reap
Roaring StaffRoaring StaffStaffRequires Level 49Grants Skill: Level (12-20) Unleash490Grants Skill: Level (12-20) Unleash
Paralysing StaffParalysing StaffStaffRequires Level 52Grants Skill: Level (13-20) Enervating Nova520Grants Skill: Level (13-20) Enervating Nova
Sanctified StaffSanctified StaffStaffRequires Level 56Grants Skill: Level (13-20) Consecrate560Grants Skill: Level (13-20) Consecrate

List of unique staves

ItemStatsGrantedskills
Dusk VigilDusk VigilAshen StaffStaffGrants Skill: Level (1-20) FireboltGrants Skill: Level (1-20) Ember FusilladeGain (30-50)% of Damage as Extra Fire Damage(80-120)% increased Spell DamageGain (5-10) Life per enemy killed25% increased Mana10Gain (30-50)% of Damage as Extra Fire Damage(80-120)% increased Spell DamageGain (5-10) Life per enemy killed25% increased Mana Regeneration RateTrigger Ember Fusillade Skill on casting a SpellGrants Skill: Level (1-20) FireboltGrants Skill: Level (1-20) Ember Fusillade
EarthboundEarthboundVoltaic StaffStaffGrants Skill: Level (1-20) Lightning BoltGrants Skill: Level (1-20) Spark(80-120)% increased Spell Damage(10-20)% increased Cast Speed(20-30)% increased Mana Regeneration RateTrigger Spark Skill on kill10(80-120)% increased Spell Damage(10-20)% increased Cast Speed(20-30)% increased Mana Regeneration RateTrigger Spark Skill on killing a Shocked Enemy(20-40)% increased chance to ShockGrants Skill: Level (1-20) Lightning BoltGrants Skill: Level (1-20) Spark
Taryn's ShiverTaryn's ShiverGelid StaffStaffRequires Level 2Grants Skill: Level (1-20) Freezing Shards(80-120)% increased Spell Damage(10-20)% increased Cast Speed30% increased Freeze BuildupEnemies Frozen by you take 100% increased DamageS20(80-120)% increased Spell Damage(10-20)% increased Cast Speed30% increased Freeze BuildupEnemies Frozen by you take 100% increased DamageGrants Skill: Level (1-20) Freezing Shards
The Searing TouchThe Searing TouchPyrophyte StaffStaffRequires Level 16Grants Skill: Level (5-20) Solar Orb(80-120)% increased Fire Damage(10-20)% increased Cast Speed100% increased Flammability Magnitude100% increased Ignite MagnitudeBurn 160(80-120)% increased Fire Damage(10-20)% increased Cast Speed100% increased Flammability Magnitude100% increased Ignite MagnitudeGrants Skill: Level (5-20) Solar Orb
Sire of ShardsSire of ShardsChiming StaffStaffRequires Level 25Grants Skill: Level (7-20) Sigil of Power(80-120)% increased Spell Damage(10-20)% increased Cast Speed+(5-10)% to all Elemental Resistances20% increased Light RadiusSpells fire 250(80-120)% increased Spell Damage(10-20)% increased Cast Speed+(5-10)% to all Elemental Resistances20% increased Light RadiusSpells fire 4 additional ProjectilesSpells fire Projectiles in a circleGrants Skill: Level (7-20) Sigil of Power
The Raven's FlockThe Raven's FlockPerching StaffStaffRequires Level 65Grants Skill: Level (18-20) Module Error: No skills found with q_where = skill.skill_id="SpiralingConspiracyPlayer"(8-16)% increased Cast Speed+(20-30) to IntelligenceMin650(8-16)% increased Cast Speed+(20-30) to IntelligenceMinions deal (80-120)% increased DamageMinions have (10-20)% chance to inflict Gruelling Madness on Hit(30-50)% increased Spirit Reservation Efficiency of SkillsGrants Skill: Level (18-20) Module Error: No skills found with q_where = skill.skill_id="SpiralingConspiracyPlayer"
Atziri's RuleAtziri's RuleReflecting StaffStaffRequires Level 70, 123 IntGrants Skill: Level (16-20) Mirror of Refraction(10-20)% increased maximum Life(10-20)% increased Cast Speed+(20-30) to Intelligence+(3-5) to Level of all Corrupted Sp70123(10-20)% increased maximum Life(10-20)% increased Cast Speed+(20-30) to Intelligence+(3-5) to Level of all Corrupted Spell Skill GemsSpells which cost Life Gain (80-120)% of Damage as Extra Physical DamageGrants Skill: Level (16-20) Mirror of Refraction
The Burden of ShadowsThe Burden of ShadowsChiming StaffStaffRequires Level 72Grants Skill: Level (17-20) Sigil of Power(20-30)% increased Cast SpeedSkill Mana Costs Converted to Life CostsSkills gain 1% of Damage as Chaos Damage per 3 Life 720(20-30)% increased Cast SpeedSkill Mana Costs Converted to Life CostsSkills gain 1% of Damage as Chaos Damage per 3 Life CostGrants Skill: Level (17-20) Sigil of Power
The Whispering IceThe Whispering IcePermafrost StaffStaffRequires Level 75Grants Skill: Level (16-20) Heart of IceGrants Skill: Level (16-20) Icestorm+(5-7) to Level of all Cold Spell Skills(20-10)% reduced Cast Speed(5-10)% increased Intel750+(5-7) to Level of all Cold Spell Skills(20-10)% reduced Cast Speed(5-10)% increased Intelligence2% increased Spell Damage per 10 IntelligenceInflict Elemental Exposure on Hit, lowering Total Elemental Resistances by (50-60)%Grants Skill: Level (16-20) Heart of IceGrants Skill: Level (16-20) Icestorm
The Unborn LichThe Unborn LichRavenous StaffStaffRequires Level 78, 137 IntGrants Skill: Level (18-20) Feast of Flesh(60-80)% increased Desecrated Modifier magnitudes<Custom Desecrated prefix><Lich's Desecrated prefix><Lich's Desecrated suf78137(60-80)% increased Desecrated Modifier magnitudes<Custom Desecrated prefix><Lich's Desecrated prefix><Lich's Desecrated suffix><Lich's Desecrated prefix or suffix><List of mods>(86-99)% increased Fire Damage(14-23)% increased Ignite Magnitu<List of mods>(86-99)% increased Fire Damage(14-23)% increased Ignite Magnitude(25-40)% chance to build an additional Combo on Hit(86-99)% increased Cold Damage(14-23)% increased Freeze BuildupRecover (4-6)% of Maximum Mana when you expend at least 10 CoGrants Skill: Level (18-20) Feast of Flesh
<List of mods>
(86-99)% increased Fire Damage(14-23)% increased Ignite Magnitude(25-40)% chance to build an additional Combo on Hit(86-99)% increased Cold Damage(14-23)% increased Freeze BuildupRecover (4-6)% of Maximum Mana when you expend at least 10 Co
VersionChanges
0.4.0Spell Damage, Specific Damage Type, Damage as Extra Elemental Damage mods on Staves are now 33% stronger on average. Existing items can be updated using a Divine Orb. Spell Damage with Spells that cost life desecrated mod on Staves now roll
0.2.0gSceptres, Wands, and Staves can now correctly roll an additional Rune Socket as a Corruption outcome.
0.2.0Wands, Sceptres, Staves, and Focii can now only roll up to +150-164 to Maximum Mana. The first two tiers of added Elemental Damage modifiers on Weapons have had their values lowered. Added Lighting Damage modifiers on Weapons have had their
0.1.0Introduced to the game.

Related Guides