POE2 WIKI
Mechanics
Game rules, formulas, outcomes, and interactions linked to the items and skills that use them.
Featured references
Calculators, complete outcome tables, and commonly used systems.
Bonded ModifiersEvery current Rune and Idol Bonded effect by equipment target, with Wisdom of the Maji and Fox Idol rules.Permanent Campaign BonusesAll 17 permanent reward sources, fixed totals, exact choices, and whether each choice can be changed.Weapon Set Passive Skill PointsAll 12 campaign sources, the additional endgame point, exact acquisition links, and allocation rules.Elemental InfusionsDuration, limits, Verisium substitution, and every skill or passive with a direct Infusion interaction.Experience Level PenaltyFull experience ranges and the level multiplier for any character and monster level.PartyingExact party size scaling, loot allocation modes, shared effects, revival, and map respawn rules.VendorsSelling, Buyback, disenchanting returns, gambling limits, item-level caps, and every connected NPC service.Currency ExchangeHow orders work, Market Ratio versus Gold fees, and all 669 currently eligible stackable items.Experience Loss on DeathMap Device death loss, campaign and Pinnacle exceptions, the level floor, and Omen of Amelioration protection.FracturingFracturing Orb eligibility, exact target odds, Desecration interaction, acquisition, and locked-modifier crafting rules.AlloysAll 13 active Alloys with exact target classes, guaranteed modifiers, affix positions, and required levels.Essence encountersEvery Essence guaranteed modifier, valid item type, encounter rule, Crystallisation Omen, and related Atlas modifier.Reforging BenchExact Essence family upgrades and the Greater and Perfect random result pools.CultivationCultivation outcomes and exact modifier pools for every compatible Unique item.Verisium RemnantAll Runeshape recipes, required alloys, and linked results from Verisium Remnants.BaryaCampaign and repeat Trial of the Sekhemas keys, floor tiers, altar confirmation, and Ascendancy eligibility.Sacred WaterRun-only resource acquisition, Merchant purchases, Shrines, Pledges, and cache-key conversion.Boons and AfflictionsSearch all 78 positive and negative Trial of the Sekhemas effects with exact current wording.
All mechanics
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AbyssAbyss is a fissure encounter found from Act 2 onward and in maps. Follow the moving fissure, defeat the monsters linked to it, close each pit, and claim the reward at the end of the chain.AccuracyAccuracy Rating determines whether an Attack Hits by being compared with the target's Evasion. Player Attacks also lose Accuracy with distance, while Spells do not use Accuracy.AftershockAn Aftershock is a later burst of area Attack damage created by another impact. Unless the source gives different values, it deals the initial impact's damage in the same area. Individual skills and effects can instead define their own delay, damage, area, count, or position.Aggravated AilmentsAggravated is a persistent state on an individual Bleeding or Ignite Debuff. It makes that Ailment instance deal 100% extra damage until the instance expires.Aggravating any BleedingAggravating any Bleeding is a trigger condition that succeeds only when a Hit with the specified weapon directly changes at least one existing Bleeding Debuff from not Aggravated to Aggravated.AilmentsAilments are damage-type-related debuffs: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. Some deal damage over time, while others impair the target.AlliesAn Ally is another player, Minion, Totem, or other entity on your side that has its own stats. Your character is not their own Ally, so wording that affects only Allies does not affect you unless it separately says you.AlloysAll 13 active Alloys with exact target classes, guaranteed modifiers, affix positions, and required levels.ReferenceAmmunitionAmmunition Skills load a Crossbow with a specific attack and a limited supply of bolts. Loading or reloading prepares the attack; firing spends the loaded bolts until the clip is empty or another Ammunition Skill replaces it.Ancestrally BoostedAncestral Boost changes a compatible Slam, Strike, or Spell when that skill is used. Slams and Spells gain damage and area, while Strikes target additional enemies.AoEArea of Effect, usually shortened to AoE, describes a skill component that applies to targets inside an area instead of selecting only one target. The area can be a circle, cone, line, ring, or another shape defined by the skill.ArmourArmour reduces applicable damage from Hits. By default it applies only to Physical Hit damage, and its reduction depends on the raw damage of each Hit rather than providing one fixed percentage.Armour BreakArmour Break lowers a target's Armour by a specified amount. Reaching 0 applies Fully Broken Armour, which removes the target's Armour benefit and has additional effects against monsters.AttackAn Attack is a skill with the Attack tag. It normally takes its base damage, attack speed, and base Critical Hit Chance from an equipped Martial Weapon, unless the skill states a different rule.AttributesStrength, Dexterity, and Intelligence are the three primary Attributes. They provide inherent bonuses and are used to meet Equipment, Skill Gem, and Support Gem requirements.AuraAn Aura continuously applies a Buff to eligible allies or a Debuff to eligible enemies within an area around its source. Many player Auras use the character's Presence, but the exact targets, radius, reservation, and effect come from the individual skill.AxesAxes are an unreleased Strength and Dexterity melee Martial Weapon family in the current 0.5.4d game. One Hand Axe and Two Hand Axe bases, modifiers, and internal skill records exist in the data, but that database presence does not mean the complete Axe roster can be obtained through normal current drops.Azmeri SpiritsAzmeri Spirits are moving encounter wisps. Follow one closely, let it pass through Normal and Magic monsters to build its reward, guide it into an eligible Rare or Unique monster, then kill the Possessed monster.
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BannerBanner Skills reserve 30 Spirit while active and build Glory when you Hit monsters with Attacks. At 200 Glory, use the Skill to place a Banner whose Aura affects you and nearby Allies inside its area for a limited duration.BaryaCampaign and repeat Trial of the Sekhemas keys, floor tiers, altar confirmation, and Ascendancy eligibility.ReferenceBearShapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage.Bifurcates Critical HitsHits with this weapon roll against their Critical Hit chance twice when determining if they are a Critical Hit.BleedingBleeding is a damaging Ailment that deals Physical damage over time and bypasses Energy Shield. It lasts five seconds by default and requires an explicit chance or effect that can inflict Bleeding.BlindBlind is a debuff that gives the affected target 20% less Accuracy Rating and 20% less Evasion Rating for 4 seconds unless another duration is specified.BlockBlock prevents the damage of a blockable Hit. Passive Block rolls the character's Block chance for each eligible Hit, while active Block from a raised shield guarantees a block from the protected direction under that skill's rules.Blood LossBlood Loss is the accumulated amount of Physical damage over time a target has actually taken. Bleeding and Corrupted Blood both contribute, and the amount appears as a darker red section of the target's life bar.Blood MagicBlood Magic removes the character's Mana and converts Skill Mana Costs into Life Costs. It changes which resource pays for Skills, so Life recovery and cost management become part of sustaining every Mana-costing action.Bonded ModifiersEvery current Rune and Idol Bonded effect by equipment target, with Wisdom of the Maji and Fox Idol rules.ReferenceBoons and AfflictionsSearch all 78 positive and negative Trial of the Sekhemas effects with exact current wording.ReferenceBuffA Buff is a beneficial effect applied to a player, Minion, monster, or other target for a duration or while a condition remains true. Buff Magnitude comes from the creator, while Buff Effect usually comes from the affected target.
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ChainChain redirects an effect from the enemy it hits to another valid target. A skill that Chains 2 times can hit its first target, then redirect twice and reach up to three different targets if each redirect finds a target in range.ChannellingA Channelling skill continues one skill use while its input is held. Some build power for a release, while others repeatedly attack or apply effects during the channel.ChaosChaos is one of the five damage types. Chaos Resistance reduces it, and ordinary Chaos damage removes twice its damage value from Energy Shield instead of bypassing Energy Shield by default.Chaos ResistanceChaos Resistance reduces Chaos damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.Chaos SurgesChaos Surges are temporary stacks attached to the active weapon. Chaotic Surge is the triggered skill that grants those stacks, and eligible non-melee projectile Attacks spend them to add Chaos explosions at the end of projectile flight.ChargeCharges are temporary counters gained from skills, passives, and items. Path of Exile 2 has Endurance, Frenzy, and Power Charges, and the charges themselves do not grant inherent character bonuses.CharmA Charm is a charged trinket that activates automatically when its implicit condition is met. Charms are equipped in slots supplied mainly by belts and provide a timed defensive, utility, or reward effect without being pressed manually.ChillChill is a non-damaging Elemental Ailment that slows action speed. Cold Hits can Chill without a separate application chance, but a calculated Chill below 30% Magnitude is discarded.Chilled GroundChilled Ground applies Chill to targets standing on it. It lasts 6 seconds by default, but the creating skill or item can specify a different duration or Chill value.ColdCold Damage is one of the five damage types. Cold Hits can Chill and build Freeze, but Chill Magnitude, Freeze Buildup, and Freeze Duration are separate values, and Cold damage from Hits cannot build Heavy Stun.Cold ResistanceCold Resistance reduces Cold damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.ComboCombo is a counter owned by a specific skill. Strike enemies with the weapon set bound to that Combo skill, then spend the required count to use the skill or improve its result.CommandCommand Skills let the player order a permanent Minion to perform a specific action. The player issues the command, but the corresponding Minion performs the commanded Skill.CompanionsCompanions are powerful Reviving Minions with a separate global limit. By default, you can have only one Companion summoned at a time, regardless of its type or the number of creatures represented by its skill.ConditionalA Conditional Skill cannot be used until the condition written on that Skill is satisfied. The condition can be a resource threshold, a counter, a movement requirement, or another specific game state.Consecrated GroundConsecrated Ground is a beneficial ground surface. You and your Allies regenerate 5% of maximum Life per second and have 50% reduced Curse effect while standing on your Consecrated Ground.ContributesDamage contribution decides which parts of a Hit are counted for one named Ailment chance, buildup, or Magnitude calculation. It does not convert the Hit or change the damage types it deals.Cooldown Recovery RateCooldown Recovery Rate changes how quickly Skill cooldowns restore. It divides the effective cooldown rather than subtracting the displayed percentage directly from the cooldown duration.CorpsesCorpses are remains left by slain enemies. Corpse skills need an eligible corpse on the ground, or a valid substitute supplied by Sacrifice, before they can target, consume, or destroy it.CorruptedCorrupted is a permanent item tag created by effects such as a Vaal Orb or found naturally on some items. Corruption can change an item's properties unpredictably.Corrupted BloodCorrupted Blood is a stacking Debuff that deals Physical damage over time. A target can normally have up to ten Corrupted Blood Debuffs, and applying a new stack refreshes the duration of the existing stacks.Critical Damage BonusCritical Damage Bonus determines how much extra damage a Critical Hit deals. The default player and minion value is +100%, so an otherwise identical Critical Hit deals twice the damage of a non-critical Hit.Critical HitCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.Critical WeaknessEach Critical Weakness stack gives Hits against the affected target +0.5% to Critical Hit Chance. The debuff can have up to 20 stacks.Culling StrikeCulling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the Hit is applied.CultivationCultivation outcomes and exact modifier pools for every compatible Unique item.ReferenceCurrency ExchangeHow orders work, Market Ratio versus Gold fees, and all 669 currently eligible stackable items.ReferenceCurseCurses are debuffs that weaken enemies or players. Most Curse skills affect an area after an activation delay, and a target can have one Curse by default.
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DamageDamage is classified on three independent axes: source, delivery, and type. A component can come from an Attack, Spell, Thorns, or another source; deal a Hit or damage over time; and deal Physical, Fire, Cold, Lightning, or Chaos damage.Damage ConversionDamage Conversion changes part or all of one Hit damage type into another. In Path of Exile 2, the converted portion uses only its new damage type for scaling, mitigation, and default ailment contribution. It no longer keeps the old damage type.Dark WhisperCurses you inflict have 4% increased Curse Magnitudes for each Dark Whisper you have. You can have a maximum of 10 Dark Whispers.DazesDaze is an 8-second debuff that makes the affected target take 50% more Stun Buildup. It does not interrupt the target by itself; it prepares the target for faster Heavy Stuns and enables effects that require a Dazed enemy.DebuffsDebuffs are negative effects that deal damage or penalise stats for a duration or while a condition is met.Decimating StrikeDecimating Strike makes a Hit against a Full Life enemy remove a random 5% to 30% of its Life immediately before the Hit's damage is applied. It is granted by the Witchhunter notable Judge, Jury, and Executioner and by Aerisvane's Wings.DeflectDeflection Rating gives a chance to Deflect damage from Hits. A normal Deflection prevents 40% of the Hit damage, while the chance depends on your Deflection Rating and the attacker's Accuracy Rating.DesecrationDesecration uses a Preserved Bone currency item on an eligible Rare item to add an Unrevealed Desecrated modifier. The modifier is then revealed at the Well of Souls by choosing one of the offered results.DetonatorDetonator is a Skill tag for Skills that can trigger flammable gas, Oil, Grenades, lodged explosives, and similar effects when the Skill reaches them. The target effect defines what is consumed or activated and what the resulting explosion, Ignite, volley, or secondary effect does.DexterityDexterity is a primary Attribute used for equipment and gem requirements, especially Evasion and range-aligned equipment. Each point of Dexterity inherently grants 8 Accuracy Rating.DivinityDivinity is a regenerating resource that can pay skill costs in place of Mana or Life. For players, Immaculate Adherence creates a maximum Divinity pool from maximum Energy Shield and makes skills cost Divinity.Dreaming Gloom ShrineDreaming Gloom Shrine makes slain enemies explode for Chaos damage equal to 25% of their maximum Life. Palm of the Dreamer grants this shrine effect continuously while the Sceptre is active.Druidic ProwessDruidic Prowess is a stacking Buff which grants 10% increased Skill Speed and causes Hits with Spell Damage to grant 3 Rage per stack for 10 seconds. Each stack has an independent duration. Maximum 3 stacks.DurationDuration is the length of time a skill component, Buff, Debuff, Ailment, Curse, Mark, Minion, Totem, Flask effect, Charm effect, Hazard, or delayed event remains active. Each duration modifier applies only to the effect type it names.
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EffectEffect is the multiplier a Buff or Debuff has on its target. Effect modifiers usually come from the affected target and multiply the creator's Magnitude.EfficiencyEfficiency reduces a cost or reservation by dividing its base amount. Increased Efficiency has diminishing returns: 50% increased Efficiency divides by 1.5, while 100% increased Efficiency divides by 2. It is not the same calculation as reduced cost or less reservation.Eldritch BatteryEldritch Battery converts all maximum Energy Shield into maximum Mana, then doubles Mana Costs. The converted Energy Shield becomes a Mana base value and no longer functions as a defensive Energy Shield pool.ElectrocutionElectrocution is a non-damaging Lightning Ailment that interrupts a target and prevents it from performing actions. It lasts five seconds by default, but ordinary Lightning damage cannot build Electrocution without an explicit enabling effect.ElementalElemental Damage is the collective name for Fire, Cold, and Lightning Damage. A modifier to Elemental Damage can scale all three types, but each part is still mitigated by its matching Resistance and keeps its own ailment rules.Elemental Ailment ThresholdElemental Ailment Threshold is the defensive comparison value used when Elemental Hits try to apply Ignite, Chill, Freeze, Shock, or Electrocution. A higher threshold makes those ailments harder to apply and reduces Freeze and Electrocution Buildup received.Elemental AilmentsElemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.Elemental Ground SurfacesElemental Ground Surfaces are Ignited Ground, Chilled Ground, and Shocked Ground. A surface applies its own effect to targets standing on it, and specific skills can absorb or count that surface for an elemental bonus.Elemental InfusionsDuration, limits, Verisium substitution, and every skill or passive with a direct Infusion interaction.ReferenceElemental SurgesElemental Surges are consumed when you use a non-Melee Projectile Attack to suffuse the Projectiles fired by that Attack, causing them to trigger a Surging Blast when they reach the end of their flight.Empowered AttacksAn Empowered skill is a skill use that qualifies for one or more empowerment effects. Empowered has no automatic damage bonus: the source of the empowerment and your other modifiers define what that use gains.Endurance ChargeEndurance Charges are Strength-associated charges used by warcries, mace, shield, and defensive interactions. They do not inherently reduce damage or increase defences in Path of Exile 2.EnergyEnergy is a resource generated and spent by certain Meta skills. Each Energy-generating skill keeps its own counter, separate from other Meta skills and completely separate from Energy Shield.Energy ShieldEnergy Shield is a rechargeable defensive resource that normally protects Life. Damage is mitigated first, then removes Energy Shield before Life unless the damage or another effect explicitly bypasses it.Energy Shield LeechWhen you deal damage with a Hit, Energy Shield Leech causes you to recover an amount of Energy Shield to a percentage of the damage dealt, over a period of one second.Energy Shield RechargeEnergy Shield Recharge is a recovery process that normally starts after a four-second delay and restores 12.5% of maximum Energy Shield per second. Losing Energy Shield or Life ordinarily interrupts it and restarts the delay. Recharge is Recovery, not Regeneration.Energy Shield Recharge RateEnergy Shield Recharge Rate changes how quickly Recharge restores Energy Shield after it has begun. The base recovery is 12.5% of maximum Energy Shield per second. Applicable increased and reduced Recharge Rate modifiers share an additive pool, while more and less modifiers apply as separate multipliers.EnfeebleEnfeeble is a defensive Curse that makes affected targets deal less damage. The skill gem scales from 20% less damage at level 1 to 29% less damage at level 20 before Curse Magnitude and monster-rarity modifiers.EquippedEquipped means a usable weapon, off-hand, armour piece, belt, amulet, or ring placed in the character's equipment slots. Flasks, Charms, Skill Gems, and Jewels are not Equipped, even when they occupy another character interface slot.Essence encountersEvery Essence guaranteed modifier, valid item type, encounter rule, Crystallisation Omen, and related Atlas modifier.ReferenceEvasionEvasion Rating grants an entropy-based chance to Evade enemy Hits completely. The actual chance compares the defender's Evasion Rating with the Accuracy Rating of the attacker.Everlasting SacrificeWhen you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 secondsExperience Level PenaltyFull experience ranges and the level multiplier for any character and monster level.ReferenceExperience Loss on DeathMap Device death loss, campaign and Pinnacle exceptions, the level floor, and Omen of Amelioration protection.ReferenceExplosive FervourExplosive Fervour is Redemption's 10-second Grenade burst state. It begins when 10 Explosive Rhythm stacks are consumed. While active, Grenade Skills ignore cooldowns, fire one additional projectile, and make Grenades explode on any impact. It also grants 15% increased Attack Speed for each different Grenade Skill used Recently.Explosive RhythmExplosive Rhythm is the stacking half of Redemption's Grenade cycle. The crossbow grants one stack after every two or three Grenade Skill uses, depending on its roll. Each stack grants 10% increased Cooldown Recovery Rate to Grenade Skills, and reaching 10 consumes every stack to grant Explosive Fervour for 10 seconds.ExposureExposure is a Debuff that lowers one or more of the target's Resistances. It changes the target's actual resistance, can reduce it below zero, and can improve both Hit and non-Hit damage that uses the affected resistance.
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Fear IncarnateFear Incarnate is a stacking buff gained from Horror's Flight when you Cull a target. Each stack raises every Culling Strike threshold by 10% for 10 seconds, up to 20 stacks.FinalityFinality is a Buff that grants 100% increased Critical Hit Chance with Final Strikes, and makes your Strike skills skip to their Final Strike if they have one.FireFire Damage is one of the five damage types. Fire Hits apply Flammability, which supplies chance to Ignite, while Fire Resistance mitigates Fire Hits and Fire damage over time separately.Fire ResistanceFire Resistance reduces Fire damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.FlammabilityFlammability is a stackable Debuff that builds from contributing damage and determines the chance for Hits to Ignite. It is not itself an Ailment, and its magnitude is separate from the magnitude of the resulting Ignite.FlaskA Flask is an equipped item that spends charges to recover Life or Mana. Flasks are reusable, but they must regain charges from monsters, checkpoints, Wells, passive generation, or another explicitly stated source.ForkFork replaces one Projectile with two continuing Projectiles when it reaches an eligible enemy collision.FracturingFracturing Orb eligibility, exact target odds, Desecration interaction, acquisition, and locked-modifier crafting rules.ReferenceFragment of DivinityA Fragment of Divinity is a temporary ground object created by The Ordained. Righteous Descent consumes a nearby fragment to use its empowered impact without consuming a cooldown use.FreezeFreeze is a non-damaging Cold Ailment that prevents a target from moving or acting. Cold Hits can Freeze directly or add Freeze Buildup, and reaching 100% Buildup makes the target Frozen.Freeze BuildupFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.Frenzy ChargeFrenzy Charges are Dexterity-associated charges used heavily by bow and spear skills. They have no inherent speed or damage bonus unless a skill, passive, or item explicitly grants one.
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GainGain is wording used by several different mechanics. On a damage line, gaining damage as extra creates an additional amount of the named output damage without removing the original damage.Giant's BloodYou can wield Two-Handed Axes, Maces and Swords in one handGloryGlory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster.GrenadeGrenade Skills are Crossbow attacks with cooldown uses and a fuse. They bounce along a terrain-dependent trajectory and normally detonate when the fuse expires. Most can be detonated early by contact with a Detonator Skill, and Grenades cannot Fork or Chain.Gruelling MadnessThe first Gruelling Madness on a target Slows their movement speed by 15%.GuardGuard is a temporary buffer that takes damage from Hits before Life or Energy Shield. It ends when its amount is depleted or its duration expires.Guided Freezing ShrineGuided Freezing Shrine is a permanent effect granted by Guiding Palm of the Eye. Freezing shards fire around you in a spiral when enemies are in range.Guided Meteoric ShrineGuided Meteoric Shrine is a permanent effect granted by Guiding Palm of the Heart. Meteors rain down around you when enemies are in range.Guided Tempest ShrineGuided Tempest Shrine is a permanent effect granted by Guiding Palm of the Mind. Lightning bolts strike the ground around you when enemies are in range.
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HazardHazards are ground effects created by Skills that trigger when an enemy moves through them. Triggering destroys the Hazard and makes it deal damage, apply an effect, or both. Hazards do not block movement and cannot be hit like ordinary damageable objects.Heavy StunHeavy Stun is the longer disable caused when an enemy's Heavy Stun buildup bar fills. Eligible Hits add buildup based on their damage, and the bar begins to empty after buildup has not been applied for a period.HeraldHerald Skills are Persistent Buffs that reserve Spirit and provide a payoff after a qualifying enemy death or condition. Each Herald has its own trigger, damage component, ailment interaction, and scaling requirements.HexproofHexproof means a target is Unaffected by Curses. A Curse can still be placed on a Hexproof target, but the Curse's debuff does not apply its effect unless the inflictor has an explicit Hexproof bypass.HinderedHinder is a debuff that normally slows movement speed by 30% for 4 seconds.Historic JewelsHistoric is a shared socket-limit category for the current Timeless Jewels. Only one Historic Jewel can be socketed in a character's passive tree at a time.HitA Hit is an instantaneous damage event. Any damage that is not damage over time is Hit damage, whether it comes from an Attack, a Spell, Thorns, or another effect.HonourHonour 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.
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Ice CrystalsIce 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.IgniteIgnite is a damaging Elemental Ailment that deals Fire damage over time for four seconds by default. A Hit's chance to Ignite comes from the target's total Flammability, including Flammability applied by that same Hit.Ignited GroundIgnited Ground repeatedly applies Flammability to enemies standing on it and Ignites them when total Flammability reaches 50%. Its default duration is 4 seconds and its default radius is 2 metres.ImmobilisedA target is Immobilised when it cannot move between locations. Pin, Freeze, Heavy Stun, and Electrocution are common ways to cause this state.ImpaleImpale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.InstillingInstilling adds an enchantment that allocates a Notable Passive Skill while an eligible item is equipped. The current amulet process uses three regular Liquid Emotions at the crafting bench in The Withered Willow.IntelligenceIntelligence is a primary Attribute used for equipment and gem requirements, especially Energy Shield and spell-aligned equipment. Each point of Intelligence inherently grants 2 maximum Mana.IntimidateIntimidate is a debuff that makes the target take 10% increased damage and deal 10% reduced damage.InvocationAn Invocation is a Persistent Meta skill that stores Energy and spends it to Invoke socketed skills. Unlike an automatic trigger Meta skill, a normal Invocation waits for the player to use it after enough Energy has been gathered.Iron GripIron Grip removes Strength's inherent maximum Life bonus and instead grants 1% increased Projectile Attack damage per 2 Strength. It is a Keystone effect granted by Irongrasp, not a current passive-tree node.Iron ReflexesIron Reflexes converts all Evasion Rating into Armour. The converted base value scales as Armour rather than Evasion, trading ordinary Evasion Rating avoidance for Armour's hit-size-dependent damage reduction.Iron WillIron Will removes Strength's inherent maximum Life bonus and instead grants 1% increased Spell damage per 2 Strength. It is a Keystone effect granted by Irongrasp, not a current passive-tree node.IrradiatedIrradiated is a map state that gives every monster in the area +1 Monster Level. Apply it with an Irradiated Tablet when opening an unattempted map, or encounter it through another effect that explicitly adds Irradiated.Item ArmourItem Armour is the Armour value printed on an individual item after that item's Quality and local Armour modifiers are applied. It is a value that other effects can read. It is not the character's total Armour and does not itself describe how much Physical damage a Hit will lose.Item ModifiersItem modifiers are stat lines or rules attached to an item. They include implicit modifiers, explicit prefixes and suffixes, enchantments, corruption enchantments, crafted and Desecrated modifiers, fractured modifiers, and the fixed effects on Unique items.
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LeechLeech recovers Life, Mana, Energy Shield, or Rage, usually from a percentage of damage dealt by a hit. A normal Leech instance provides its recovery over one second.Life LeechLife Leech recovers Life from a percentage of damage dealt by a Hit. A normal Life Leech instance delivers its recovery over one second, subject to the source's eligible damage type and the monster's Leech Resistance.Light RadiusLight Radius controls how far your character illuminates dark areas and how far terrain and points of interest are revealed on the map. It is an exploration and visibility stat, not a direct damage or item-drop multiplier.Light StunnedAny Hit 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 Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%.LightningLightning Damage is one of the five damage types and one of the three Elemental damage types. Lightning Hits can Shock by default, while Electrocution requires a Skill, item, support, or other effect that explicitly enables Electrocution Buildup.Lightning ResistanceLightning Resistance reduces Lightning damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.LimitCertain skills can only have a limited number of effects active at once.LineageLineage Supports are powerful Support Gems obtained as drops or encounter rewards. They cannot be engraved from an Uncut Support Gem, and each named Lineage Support normally has a character-wide socket limit of one.Low LifeA player or monster is on Low Life while its current Life is 35% of maximum Life or lower. Exactly 35% counts as Low Life. Items can replace that threshold or make another resource determine whether the condition is satisfied.Low ManaA player is on Low Mana while current Mana is 35% of maximum Mana or lower. Exactly 35% counts as Low Mana. Not being on Low Mana begins above 35%, while High Mana does not begin until 65%.LuckyA Lucky value is rolled twice and the better result is used. Luck applies only to the roll named by the modifier, such as Hit damage, Critical Hit chance, Block chance, or Deflect chance.
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MacesMaces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.Mage's LegacyMage's Legacies are fourteen possible bonuses rolled in Mageblood's four Legacy slots. Each distinct Legacy grants one always-active bonus while the belt is equipped. Repeated names do not stack directly; instead, every duplicate increases the effect of all distinct Mage's Legacies on that belt.MagnitudeMagnitude is the numeric strength of a Buff or Debuff. It changes the values that effect applies, such as damage per second, a Slow percentage, increased damage taken, or Ignite chance.MaimMaim is a debuff that slows movement speed by 30% and reduces Evasion Rating by 15%. It normally lasts 4 seconds.Map BossesEvery regular endgame map contains a Map Boss, and defeating that boss completes the map. The special boss icon on the Atlas marks a Powerful Map Boss, not the mere presence of an ordinary boss.MarkMarks are single-enemy debuffs with a trigger condition. When that condition occurs, the Mark activates, produces its stated result, and is usually consumed. An enemy can have only one Mark at a time by default.Maximum ResistancesMaximum Resistance is the cap applied to a character's Fire, Cold, Lightning, or Chaos Resistance. The default maximum is 75% and the hard cap is 90%. Raising the maximum creates room for more effective Resistance but does not add the ordinary Resistance needed to fill that room.MeleeMelee Attacks directly hit with a Strike or deal Melee damage through a Slam. They usually scale from a Martial Weapon or Unarmed base, but Melee is not a damage type and does not include Projectiles created by the Attack.MergingMerging Crossbow bolts have fragments that can hit the same target at the same time to combine their damage into a single Hit.MetaA Meta Gem is a Skill Gem that accepts other Skill Gems and Support Gems in its own sockets, then uses, Triggers, or otherwise applies those socketed skills according to the Meta Gem's rules.MinionMinions are summoned Allies with their own offensive and defensive stats. Player modifiers do not apply to them unless the modifier explicitly affects Minions or Allies, and the player does not count as their own Ally.
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One Handed WeaponsOne-Handed is a weapon classification. One-handed weapons fit in the main-hand slot, but their off-hand options depend on the weapon class. Some can dual wield, some accept a shield or other off-hand item, and some have stricter rules.OnslaughtOnslaught is a Buff that grants 20% increased Skill Speed and 10% increased movement speed. A temporary source normally grants it for four seconds unless that source states another duration or ties it to an ongoing effect.OrbOrb is a Skill Gem tag for skills that create a lasting damaging effect. The five current Orb skills have different placement, duration, limit, trigger, pulse, and expiry rules, so the tag does not give them one shared set of numbers.OverencumbranceOverencumbrance is the stacking Debuff granted by the current Ab Aeterno boots. Each stack Slows the wearer by 10%, lasts four seconds, and is gained when the wearer Dodge Rolls.OverflowOverflow allows a specified recovery source to raise Life, Mana, Energy Shield, or Runic Ward above its normal maximum. Current Life, Mana, and Energy Shield Overflow is capped at 150% of maximum. The effect does not increase the maximum resource itself.OverkillOverkill damage is the part of a killing Hit that exceeds the enemy's remaining Life. It is a measured amount used by effects such as Herald of Ash and Trampletoe, not an automatic bonus applied to every kill.
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Pain AttunementPain Attunement changes Critical Damage Bonus according to Life state. It grants 30% more Critical Damage Bonus on Low Life, imposes 30% less on Full Life, and does neither between those states.ParryParry is the active Block skill granted by Bucklers. Hold it while facing an enemy to block an eligible Hit, retaliate with a Physical sweep, and apply the Parried debuff.PartyingExact party size scaling, loot allocation modes, shared effects, revival, and map respawn rules.ReferencePayoffA Payoff skill gains a powerful extra effect when it Hits an enemy affected by a specified Debuff. It often Consumes that Debuff, and it cannot inflict the same Debuff that enables its Payoff effect.Perfect TimingPerfect Timing is a short release window inside certain Channelling skills. Hold the skill input, watch for the red shine around the character, and release during that cue to activate the skill's Perfect Timing result.Permanent Campaign BonusesAll 17 permanent reward sources, fixed totals, exact choices, and whether each choice can be changed.ReferencePersistentA Persistent skill is toggled in the Skills Panel and remains active until disabled or until its reservation or other requirement can no longer be met. Persistent Buffs, Meta skills, and Reviving Minions often reserve Spirit.PhysicalPhysical 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.PierceA Projectile that Pierces damages a target and continues through it instead of ending at that collision.PinPin is a buildup-based control mechanic. When Pin buildup reaches the target's threshold, the target is Pinned for 3 seconds.PlantPlant Skills create persistent plants, vines, fissures, pustules, or ground effects. Certain water-based Skills and other explicit effects can Overgrow them, applying the distinct Overgrown benefit written on each Plant Skill.PoisonPoison is a damaging Ailment that deals Chaos damage over time and bypasses Energy Shield. It lasts two seconds by default and requires an explicit chance or effect that can inflict Poison.PowerMonster Power is a value that represents an enemy's relative strength. Skills and resources use it so that one dangerous enemy can count more than one weak enemy.Power ChargePower Charges are Intelligence-associated charges used by spell, quarterstaff, minion, and Wyvern skills. They have no inherent critical bonus unless another effect, such as Charge Regulation, supplies one.PresencePresence is the area around your character used by effects that explicitly refer to allies, enemies, corpses, or other targets in your Presence. Its default radius is 4 metres.ProjectileA Projectile is a moving entity created by an Attack or Spell. Projectile describes delivery, not the source type or damage type, so the Projectile can still be an Attack or Spell and can deal any supported damage type.
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RageRage is a combat resource that inherently grants 1% more Attack Damage per point. Characters have 30 maximum Rage by default. Rage generation is limited to one Hit every 0.5 seconds, and inherent Rage loss begins after four seconds without gaining Rage or taking damage.RarityRarity describes an item's structural state, a monster's category, or the strength of a loot upgrade. These are related systems, but they are not the same stat.RecentlyRecently means during the previous four seconds. It creates a rolling condition based on a named event such as being Hit, dealing a Critical Hit, spending Mana, consuming a Charge, reloading, Blocking, or Dodge Rolling. The event, subject, and verb must all match the modifier.RecoupedRecoup is recovery created by damage from a Hit. A percentage of eligible damage is recovered as the stated resource over eight seconds by default. Recoup does not prevent the original damage, does not trigger from damage over time, and cannot save a character from a Hit that is already lethal.Reforging BenchExact Essence family upgrades and the Greater and Perfect random result pools.ReferenceRelicsRelics are items that are placed in the Relic Altar before the start of the Trial of the Sekhemas.RemnantRemnants are temporary objects created by Skills. Moving close enough collects one and grants the benefit defined by that Remnant's creator, unless another effect changes who receives it.RepeatableA Repeatable skill can perform its release portion several times from one skill use when another effect grants Repeats. Repeating does not mean recasting the entire skill, and each Repeat makes the sequence take longer.ReservationReservation commits part of a resource to an active effect. Most persistent Skills reserve Spirit, but some effects reserve Life or Mana. The reserved amount remains part of the resource's maximum and cannot be spent, recovered, or used as defence while it is reserved.Resistance PenetrationPenetration causes the target's corresponding Resistance to be treated as lower than its actual value by the specified amount when of calculating Damage taken from your Hits. Resistances can only be Penetrated down to a minimum of 0% by default.ResistancesResistances reduce damage of their matching type. Fire, Cold and Lightning Resistances are Elemental Resistances. Chaos Resistance is separate and does not benefit from modifiers that only say Elemental Resistances.Returning ProjectilesReturning Projectiles travel back to the entity that originated them after reaching the end of their travel or hitting their final target.Reveal WeaknessesReveal Weaknesses highlights random sections of a Rare or Unique enemy's Life bar. The highlighted sections total 45% of maximum Life. While the enemy's current Life is inside one of those sections, it has an Open Weakness.Reviving MinionsReviving Minions heal after avoiding damage and automatically return after their reforming delay when killed. Other Skills and items can revive them immediately or change that timing.Rolls only the minimum or maximum Damage valueHits from a weapon or skill with this property will not roll a random value between the minimum or maximum damage value, but instead will always roll either the minimum value or the maximum value, with a 50% chance for each.Runefather's BoastRunefather's Boast is a stacking Buff granted by Eyes of the Runefather when you kill an enemy affected by Runefather's Challenge. Each stack grants +1 Armour, +1 Evasion Rating, and +1 Stun Threshold.Runefather's ChallengeRunefather's Challenge is a debuff that raises an affected enemy's Power by 5. It is applied by Eyes of the Runefather or by a shield carrying Legacy of A Worthy Foe.Runic BindingsEach 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 WardRunic Ward protects the final point of Life. When damage would reduce Life to 0, Life stops at 1 and current Runic Ward absorbs the remainder. The character still dies if the remaining damage is greater than the Ward available.
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Sacred WaterRun-only resource acquisition, Merchant purchases, Shrines, Pledges, and cache-key conversion.ReferenceSacrificeSacrifice removes a stated amount of Life, Mana, Energy Shield, Runic Ward, or another named resource to produce an effect. The loss is not damage and the sacrificed amount is not part of a skill's cost.ShapeshiftShapeshifting changes the character into a non-human form. Animal forms use the character's normal stats unless a Skill or form says otherwise, and are enabled by a Talisman in the active weapon set.ShatterShatter is the corpse-destruction result when a Frozen monster is killed. Shatter does not deal damage by itself, but Herald of Ice, Frozen Vortex, unique items, and other effects can change what qualifies or add a payoff when the event occurs.ShockShock is a non-damaging Lightning Ailment that makes a target take 20% increased damage by default. Lightning Hits gain a chance to Shock based on post-mitigation damage relative to the target's Elemental Ailment Threshold.Shocked GroundShocked Ground applies Shock to targets standing on it and lasts 6 seconds by default. The creating skill or item can specify another duration.ShrineShrines are Precursor Artifacts surrounded by worshipping monsters. Defeat every Shrine Worshipper, click the Shrine, and its effect becomes your buff for a base duration of 45 seconds.Skill SpeedSkill Speed changes how quickly skills are used. Generic increases and reductions to Skill Speed add together with matching specific speed stats such as Attack Speed, Cast Speed, Warcry Speed, reload speed, or totem placement speed.SlamA Slam is a Melee Attack that deals damage through an area instead of directly Striking an enemy. Slams always have the AoE tag, remain Melee damage, and do not count as Strikes.SlowA Slow makes an action take longer. A Slow can affect a named speed such as movement speed, or affect everything the target does when no speed is specified.Slow MagnitudeThis is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow.Smoke CloudA Smoke Cloud is a 2 metre area that Blinds enemies standing inside it unless the source specifies another radius. It does not deal damage or make its creator invisible.Soul EaterSoul Eater consumes Souls from nearby deaths and grants 1% increased Skill Speed per Soul, up to 50 Souls. If no new Soul is eaten for four seconds, one Soul is lost every 0.5 seconds until another Soul is eaten or the count reaches zero.Spectral FireTargets affected by a Spectral Fire Debuff do not take damage from Ignite. Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.SpellA Spell is a skill with the Spell tag. Any base damage, Cast Time, and base Critical Hit Chance it lists come from the skill rather than the inherent damage, Attack Speed, or base Critical Hit Chance on a weapon.SpiritSpirit is a reservable resource used to activate and maintain skills with permanent effects, including persistent buffs, permanent minions, and trigger Meta skills.Splash DamageSplash Damage lets an eligible Strike create an additional Hit against other enemies around the enemy struck. The original Strike still hits its selected target. The splash is the nearby-enemy hit, with a base radius of 1.5 metres.SplitThe first time an eligible Projectile or beam hits a target, Split creates continuations aimed at different targets within 6 metres.Spreading AilmentsSpreading an Ailment creates a new matching Ailment on another target from the same source. Target-history and source restrictions prevent the spread from looping indefinitely.StagedStaged Skills gain discrete stages and use the current stage count to change an effect. The way stages are gained, their maximum, what each stage improves, and when they are spent or removed are defined by the individual Skill.StormStorm is a gem tag for long-duration weather-based Skills with special interactions. A Storm can rain repeated impacts, empower your Spells, apply a weather Debuff, consume ailments, move through an area, or combine several of those behaviours.StrengthStrength is a primary Attribute used for equipment and gem requirements, especially Armour and melee-aligned equipment. Each point of Strength inherently grants 2 maximum Life.StrikeA Strike is a Melee Attack that directly hits with a weapon or body part. Strike and Slam are mutually exclusive classifications, and Melee Strike Range affects how far a Strike can directly reach.StunStun interrupts the target's current action and briefly prevents it from acting. Path of Exile 2 has two related systems: Light Stun is rolled from the damage of one Hit, while Heavy Stun is caused by filling a separate buildup bar.Stun RecoveryStun Recovery shortens the time you are unable to act after being Stunned. It does not reduce the chance of a Light Stun, raise Stun Threshold, prevent a Stun, or make Heavy Stun buildup empty faster.Stun ThresholdStun Threshold is the target-side reference used to determine Light Stun chance and Heavy Stun buildup. Raising your own threshold makes incoming Stuns less likely, while lowering an enemy's threshold makes that enemy easier to Stun.SupportA Support Gem modifies one skill when socketed into that skill in the Skills Panel. Compatibility, Support Category, attribute capacity, socket count, and any cost or reservation multiplier all matter before the support can apply.SurpassingA Surpassing chance can produce an event more than once. Each complete 100% guarantees one occurrence, then the remaining percentage rolls for one more.SurroundedYou are Surrounded when at least five enemies are within 3 metres of your character. Surrounded is a condition, not a Buff: it has no duration, does not stack, and grants nothing by itself. Items, passive skills, and Support Gems check whether the condition is currently true and apply their own listed effects while it is.SustainedA Sustained skill deals many Hits over time and rolls Critical Hits independently each time it damages an enemy. The tag describes this repeated damage behavior, not a universal duration, frequency, or damage bonus.SwordsSwords are a Strength and Dexterity melee Martial Weapon class with one-handed and two-handed base types in the game data. In the current 0.5.4d Early Access game, the Sword class and its intended skill family are still unreleased. Database records and old bug-dropped swords should not be mistaken for a normally available build archetype.
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TailwindTailwind is a stacking Buff which grants 1% increased movement speed, 2% increased Skill Speed, 10% increased Evasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks.ThornsThorns is Hit damage dealt as a separate hit. By default, a character with Thorns retaliates when an enemy hits them with a Melee Attack.TotemTotems are allied constructs that perform Skills for you. They are Remote Skills rather than Minions: their Skills use your offensive stats, while each Totem has its own Life and defensive stats and can be damaged or killed.TravelTravel is a skill tag for abilities that move the character a substantial distance without requiring an enemy target. The tag controls Travel-specific interactions, including shared cooldowns and support eligibility, but each skill still defines its own movement, damage, targeting, and defensive behavior.TriggerA Trigger causes a skill to occur immediately when its stated condition is met. A Triggered skill has no attack or cast time for that activation, usually targets the cause of the Trigger, and does not count as a skill you used.Two-HandedTwo-Handed is a weapon classification. A two-handed weapon normally occupies both weapon slots, but the class also includes Bows that can use a Quiver and weapons held in one hand through Giant's Blood or The Bringer of Rain.
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UnaffectedUnaffected means a specified debuff can still be placed on you, but it does not apply its effect while the Unaffected condition is active.Unarmed AttacksUnarmed Attacks are Attacks which are performed while Unarmed and use your character's base Unarmed Damage where other Attacks would use the base Damage from a Martial Weapon.Unarmed DamageUnarmed Damage refers to the Hit Damage of Unarmed Attacks. As such, Unarmed Damage is always Attack HitDamage.Unbound PotentialUnbound Potential is a stacking buff created by The Unleashed body armour. It converts the Runic Bindings built by Spell Hits in Human form into increased Damage, Armour, and Energy Shield for a shapeshifted character.UncappedUncapped Resistance is the value a Resistance would have if ignoring Maximum Resistance. These values are shown in parentheses at the top of the Character Panel.Unholy MightUnholy Might is a Buff that grants 30% of all applicable damage as extra Chaos Damage. It creates an additional Chaos portion and does not remove or convert the original damage.UnluckyAn Unlucky value is rolled twice and the worse result is used. The modifier affects only the named roll, such as enemy Hit damage, Physical Hit damage, Lightning Hit damage, Critical Hit chance, or Evasion chance.Unwavering StanceUnwavering Stance prevents Light Stun but disables Dodge Roll and Sprint. It does not prevent Heavy Stun, and disabling Dodge Roll also disables Skills that replace the roll.
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Vaal PactVaal Pact increases the amount of Life leeched and lets Life Leech continue at full unreserved Life, but makes that Leech recover more slowly and prevents every other form of Life recovery.VendorsSelling, Buyback, disenchanting returns, gambling limits, item-level caps, and every connected NPC service.ReferenceVerisium RemnantAll Runeshape recipes, required alloys, and linked results from Verisium Remnants.Reference
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WarcryWarcries are active skills that count the Power of nearby enemies and then apply their own damage, control, Guard, Rage, or attack empowerment effects.Weapon Set Passive Skill PointsAll 12 campaign sources, the additional endgame point, exact acquisition links, and allocation rules.ReferenceWerewolfShapeshift into a Werewolf to draw power from the Cold light of the moon, leading your pack with rabid Attacks.Wind SkillsWind is a Skill tag used by attacks and spells with wind-specific interactions. The tag does not provide one shared damage type or behaviour: current Wind Skills include Melee attacks, Projectiles, damage over time, Whirlwinds, Tornados, and Shapeshift attacks.WitheredEach Withered stack makes the target take 5% increased Chaos damage. A target can have up to 10 stacks.WyvernShapeshift into a Wyvern to bombard your enemies with Fire and Lightning, then close in for the kill.