An instantaneous damage value is Hit damage unless the skill states that the component is damage over time.
Mechanic
Hit
A 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.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Hit does
Current rulesSeparate the source from the delivery. Attack and Spell describe where a skill gets its rules and scaling, while Hit and damage over time describe how a particular damage component is delivered. Read each component separately because one skill can contain both.
- Hit damage
- Damage dealt all at once is Hit damage. Damage dealt gradually over a duration is damage over time and does not count as a Hit.
- Source and delivery
- Hit is a delivery method, not a skill source or damage type. Attacks, Spells, and Thorns can deal Hit damage, and a Hit can deal Physical, Fire, Cold, Lightning, or Chaos damage.
- Landing an Attack Hit
- A player Attack normally checks its Accuracy against the target's Evasion and Deflection. If the Attack is evaded, it does not Hit. Spells do not use this Accuracy check.
- Damage with Hits
- A modifier restricted to Damage with Hits applies only to the instantaneous Hit component. It does not directly modify a separate damage-over-time component.
- Damaging Ailments
- Bleeding, Ignite, and Poison caused by a Hit calculate their damage from that Hit. Increasing the relevant Hit damage can therefore make the resulting Ailment stronger, but damage modifiers are not applied directly to the Ailment a second time.
- Critical Hits
- A Critical Hit is a Hit whose damage is multiplied by its Critical Damage Bonus. The default bonus is +100% extra damage, and the larger Hit can produce a stronger Hit-derived Damaging Ailment when the relevant damage contributes to it.
- On Hit conditions
- Wording such as on Hit, when Hit, or if you have Hit Recently requires an actual Hit event. Damage-over-time ticks do not satisfy those conditions unless an effect explicitly creates a separate Hit.
- Block
- Block applies to incoming Hits and normally prevents their damage. Damage over time cannot be blocked. A blocked Hit has additional rules, and associated Stun or Freeze can still apply even when its damage is negated.
- Defences
- Hit-based defences apply only where their wording matches. Evasion can avoid Attack Hits, Armour mitigates Physical Hit damage, Block can negate blockable Hits, and the appropriate Resistance mitigates its matching damage type.
How to read Hit wording
8 casesRestricts the modifier to instantaneous Hit damage. A resulting Damaging Ailment can improve indirectly because it derives its starting damage from the Hit.
Requires the skill or effect to deal a Hit. Repeated damage-over-time ticks do not repeatedly activate an on-Hit effect.
Checks whether the character received a Hit event. Read Block-specific wording separately because blocking can negate damage while retaining limited associated consequences.
Multiplies the Hit by its Critical Damage Bonus. Pure damage over time does not independently roll to critically hit.
Uses the relevant damage of the inflicting Hit, then becomes a separate damage-over-time effect with its own magnitude, duration, and mitigation rules.
Describes damage over time. It does not Hit and is not affected by Hit-only modifiers or defences.
Normally deals no damage after a successful Block, but Block has explicit exceptions and does not automatically erase every associated effect.
Limits and exceptions
6 rules- Attack and Spell do not mean Hit. A skill can be an Attack or Spell while containing a damage-over-time, buff, minion, or other non-Hit component.
- One skill can contain several separate damage components. A projectile, explosion, ground effect, secondary skill, and Damaging Ailment must each be classified from its own wording.
- Increasing Hit Damage does not directly multiply an existing Damaging Ailment. It can make a newly inflicted Ailment stronger only through the Ailment's source Hit calculation.
- Pure damage over time cannot be evaded, blocked, or critically hit and does not activate on-Hit conditions. The matching Resistance can still mitigate it, while Armour and Penetration apply only to Hits.
- A blocked Hit is not the same as an evaded Hit. Block normally negates damage at a later defensive step, and some explicitly retained consequences can still occur.
- Effects that say Hit by an Enemy, Hit with an Attack, Spell Hit, Melee Hit, or Projectile Hit add further predicates. Every stated predicate must match.
Related pages
15 connectionsAn 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.
mechanicSpellA 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.
mechanicDamageDamage 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.
mechanicCritical HitCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
mechanicAilmentsAilments are damage-type-related debuffs: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. Some deal damage over time, while others impair the target.
mechanicBlockBlock 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.
mechanicEvasionEvasion 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.
mechanicArmourArmour 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.
mechanicResistancesResistances 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.
mechanicDeflectDeflection 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.
mechanicStunStun 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.
mechanicPoisonPoison 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.
mechanicBleedingBleeding 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.
mechanicIgniteIgnite 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.
mechanicItem 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.
Related mechanics
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MechanicBleedingBleeding 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.
MechanicPoisonPoison 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.
MechanicIgniteIgnite 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.
MechanicChillChill 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.
MechanicFreezeFreeze 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.
MechanicShockShock 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.
MechanicElectrocutionElectrocution 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.
MechanicElemental 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.
MechanicAttackAn 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.
MechanicSpellA 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.
MechanicDamageDamage 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.
MechanicArmourArmour 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.
MechanicEvasionEvasion 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.
MechanicEnergy 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.
MechanicBlockBlock 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.
MechanicStunStun 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.
MechanicStun 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.
MechanicHeavy 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.
MechanicArmour 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.
MechanicGainGain 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.
MechanicPhysicalPhysical 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.
MechanicElementalElemental 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.
MechanicFireFire 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.
MechanicColdCold 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.
MechanicLightningLightning 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.
MechanicCritical HitCritical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
MechanicSupportA 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.
MechanicAoEArea 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.
MechanicProjectileA 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.
MechanicMeleeMelee 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.
MechanicChaosChaos 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.
MechanicAccuracyAccuracy 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.
MechanicSustainedA 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.
MechanicPayoffA 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.
MechanicFire 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.
MechanicCold 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.
MechanicLightning 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.
MechanicChaos 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.
MechanicDamage 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.
MechanicRageRage 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.
MechanicRecoupedRecoup 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.
MechanicRecentlyRecently 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.
MechanicFlammabilityFlammability 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.
MechanicExposureExposure 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.
MechanicStagedStaged 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.
MechanicHeraldHerald 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.
MechanicDeflectDeflection 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.
MechanicLife 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.
MechanicCritical WeaknessEach Critical Weakness stack gives Hits against the affected target +0.5% to Critical Hit Chance. The debuff can have up to 20 stacks.
MechanicGuardGuard 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.
MechanicParryParry 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.
MechanicLuckyA 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.
MechanicUnluckyAn 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.
MechanicKnockbackKnockback displaces an enemy when a Hit applies it. Standard Knockback pushes the enemy away from you, while Knockback Distance modifiers change how far the enemy would be moved.
MechanicOnslaughtOnslaught 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.
MechanicSoul 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.
MechanicAggravating 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.
MechanicBlood 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.
MechanicUnholy 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.
MechanicRunefather'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.
MechanicRunefather'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.
MechanicDecimating 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.
MechanicReveal 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.
MechanicSurroundedYou 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.
MechanicOverkillOverkill 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.
MechanicUnbound 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.
MechanicShatterShatter 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.
MechanicThornsThorns is Hit damage dealt as a separate hit. By default, a character with Thorns retaliates when an enemy hits them with a Melee Attack.
Guides using this page
1Items and gems using this mechanic
24 connections(150-200)% increased Armour
Atziri's AcuityUnique | Moulded Mitts
Armour(222-267)RequiresLevel 33, 42 StrGrants Skill: Herald of the Royal Queen (Level 15)(150-200)% increased Armour+(100-150) to maximum LifeLeech 10% of Physical Attack Damage as Life10% of Physical damage dealt by your Hits causes Blood LossVaal Pact"The heart is the herald.It will tell me when it is best to strike."- Atziri, Queen of the Vaal(100-120)% increased Physical Damage
Atziri's ContemptUnique | Pronged Spear
Physical Damage(60-66) to (178-196)Critical Hit Chance5%Attacks per Second(1.71-1.8)Weapon Range1.5Fire Damage(83-97) to (123-153)Lightning Damage1 to (193-207)RequiresLevel 72, 46 Str, 115 DexGrants Skill: Spear Throw (Level 25)Grants Skill: Shattering Spite (Level 18)(100-120)% increased Physical DamageAdds (83-97) to (123-153) Fire DamageAdds 1 to (193-207) Lightning Damage(10-16)% increased Attack Speed(60-80)% increased Presence Area of EffectSpear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target"My people? I'm not doing this for them.They belong to me. They want this for me.Their sacrifice is a gift they give out of loveand adoration... I deserve it. I am their Queen."50% reduced Evasion Rating
BristleboarUnique | Leather Vest
Evasion Rating15Base Movement Speed-0.03RequiresLevel 150% reduced Evasion Rating+(40-60) to maximum Life(3-5) Life Regeneration per secondGain 5 Rage when Hit by an EnemyGain 10 Rage when Critically Hit by an EnemyWhen cornered and desperate, look within for the rage to break loose.Adds (13-17) to (22-28) Physical Damage
ChainstingUnique | Hunting Spear
Physical Damage(23-27) to (39-45)Critical Hit Chance5%Attacks per Second1.705Weapon Range1.5RequiresLevel 10, 9 Str, 17 DexGrants Skill: Spear Throw (Level 25)(15-25)% chance to Maim on HitAdds (13-17) to (22-28) Physical Damage+(100-150) to Accuracy Rating10% increased Attack SpeedAll Damage from Hits with this Weapon Contributes to Pin Buildup(20-30)% increased Projectile Speed with this WeaponThe Sacred Hunt ends with mercy.+(100-150) to Accuracy Rating
Corona of the Red SunUnique | Warrior Greathelm
Armour191RequiresLevel 36, 52 Str+(100-150) to Accuracy Rating+(60-80) to maximum Life+(20-25)% to Fire Resistance25% increased Light RadiusLeeching Life from your Hits causes Allies in your Presence to also Leech the same amount of LifeOnly the High Priests could enact the sacrifices,but all who witnessed shared in exultation.(50-100)% increased Armour and Energy Shield
Crown of the Pale KingUnique | Cultist Crown
Armour(81-108)Energy Shield(28-38)RequiresLevel 16, 15 Str, 15 Int(50-100)% increased Armour and Energy Shield+(40-80) to maximum Life10% increased Rarity of Items found(10-15) to (20-25) Physical Thorns damageThorns can Retaliate against all HitsA lightless worlda silent reigntwo sightless eyesfeed on your pain.Adds (10-15) to (21-26) Physical Damage
Daevata's WindUnique | War Spear
Physical Damage(26-31) to (48-53)Critical Hit Chance5%Attacks per Second(1.76-1.92)Weapon Range1.5RequiresLevel 21, 14 Str, 31 DexGrants Skill: Spear Throw (Level 25)(25-35)% increased Projectile Speed with this WeaponAdds (10-15) to (21-26) Physical Damage+100 to Evasion Rating(10-20)% increased Attack Speed(30-60)% increased Melee Damage if you've dealt a Projectile Attack Hit in the past eight seconds(30-60)% increased Projectile Damage if you've dealt a Melee Hit in the past eight seconds"You killed their Golden Sekhema. The Maraketh will think of nothingbut vengeance now." - Dimos, Advisor to General Titucius(100-150)% increased Evasion Rating
DustbloomUnique | Studded Vest
Evasion Rating(388-485)Base Movement Speed-0.03RequiresLevel 26, 43 Dex(100-150)% increased Evasion Rating+(20-30)% to Cold ResistanceMaximum 10 Fragile Regrowth0.5% of maximum Life Regenerated per second per Fragile Regrowth10% increased Mana Regeneration Rate per Fragile RegrowthLose all Fragile Regrowth when HitGain 1 Fragile Regrowth each secondWraeclast has suffered many great disasters,but life always springs back anew.(120-160)% increased Armour
Edyrn's TusksUnique | Iron Cuirass
Armour(253-299)Base Movement Speed-0.05RequiresLevel 11, 21 Str(120-160)% increased Armour50% chance to inflict Bleeding on Hit50% reduced Slowing Potency of Debuffs on You(15-20) to (25-30) Physical Thorns damageIn death, the legendary boar's tusks were turnedto the slaying of Phaaryl's Eternal oppressors.Adds (76-98) to (126-193) Fire Damage
Fairgraves' CurseUnique | Artillery Bow
Physical Damage39-72Critical Hit Chance5%Attacks per Second1.1Fire Damage(76-98) to (126-193)RequiresLevel 45, 80 DexGrants Skill: Phantasmal Arrow (Level 18)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 for 8 secondsThe power of the Allflame rendssouls just as easily as flesh.Adds (8-12) to (16-20) Physical Damage
FrostbreathUnique | Slim Mace
Physical Damage(19-23) to (33-37)Critical Hit Chance5%Attacks per Second1.55Weapon Range1.3Cold Damage(8-12) to (16-20)RequiresLevel 10, 21 StrAdds (8-12) to (16-20) Physical DamageAdds (8-12) to (16-20) Cold Damage+5% to Critical Hit ChanceAll Damage from Hits with this Weapon Contributes to Freeze BuildupCulling Strike against Frozen EnemiesA merciful murderer swept through the streets of SarnRobbing breath from the weak and worthless.(300-400)% increased Armour
HateforgeUnique | Moulded Mitts
Armour(356-445)RequiresLevel 60, 42 Str(300-400)% increased ArmourGain (3-6) Rage on HitGain a random Charge on reaching Maximum Rage, no more than once every (3-6) secondsLose all Rage on reaching Maximum Rage(-10-10) to Maximum RageThe first Karui born on the fringes of the Vaal empire developed a blood fever born of corruption.+20 to Armour
Horns of ByndenUnique | Rusted Greathelm
Armour49RequiresLevel 1+20 to Armour(5-15)% increased Rarity of Items found+(20-30) to StrengthEvery Rage also grants 1% increased ArmourGain 1 Rage on Melee HitThe younger brother waded into battle, shrugging off blows.(100-150)% increased Evasion Rating
Hyrri's IreUnique | Armoured Vest
Evasion Rating(902-1127)Base Movement Speed-0.03RequiresLevel 73, 121 Dex(30-40)% increased Elemental Ailment Threshold(100-150)% increased Evasion RatingGain (10-20)% of Damage as Extra Cold Damage+(30-40) to Dexterity25% increased Freeze Duration on EnemiesEvasion Rating is doubled if you have not been Hit RecentlyHyrri loosed a barrage of arrows,tipped with a poisoned hatredonly oppression can ferment.(240-340)% increased Armour and Energy Shield
Keeper of the ArcUnique | Spiritbone Crown
Armour(435-563)Energy Shield(125-162)RequiresLevel 62, 36 Str, 36 Int(240-340)% increased Armour and Energy Shield(15-25) Life Regeneration per second(15-25)% increased Mana Regeneration RateAlternating every 5 seconds:Take 40% less Damage from HitsTake 40% less Damage over timeThe priests of the Kalguur keep faith through numbersand calculation, not unprovable promises.(30-50)% increased Energy Shield
Kitoko's CurrentUnique | Jewelled Gloves
Energy Shield(29-34)RequiresLevel 26, 34 Int(30-50)% increased Energy Shield+(10-20) to Dexterity(10-15)% reduced Attack and Cast SpeedLightning damage from Hits Contributes to Electrocution BuildupReality is a puzzle. Ingenuity is power.(60-100)% increased Energy Shield
Leopold's ApplauseUnique | Embroidered Gloves
Energy Shield(60-76)RequiresLevel 52, 64 Int(60-100)% increased Energy Shield+(60-100) to maximum Mana(10-15)% increased Rarity of Items foundDamage Penetrates 10% Elemental ResistancesYour Hits can Penetrate Elemental Resistances down to a minimum of -50%"Keep smiling. The deepest cut comes not from insults, but from false praise."(80-120)% increased Armour and Evasion
Lightning CoilUnique | Ancestral Mail
Armour(385-470)Evasion Rating(349-426)Base Movement Speed-0.04RequiresLevel 50, 44 Str, 44 DexGrants Skill: Valako's Charge (Level 13)(80-120)% increased Armour and Evasion+(80-100) to maximum Life+(20-30) to Dexterity(-40--30)% to Lightning Resistance(30-50)% of Physical damage from Hits taken as Lightning damagelightning coil replace damage hit effect index [110]The world churned during the Great Wasting.Tawhoa may have stilled the rioting earth,but it was Valako that tamed the broken sky.Adds (30-36) to (75-81) Physical Damage
Nazir's JudgementUnique | Steelpoint Quarterstaff
Physical Damage(58-64) to (126-132)Critical Hit Chance10%Attacks per Second1.4Weapon Range1.4RequiresLevel 28, 41 Dex, 18 IntAdds (30-36) to (75-81) Physical Damage+(50-100) to Accuracy Rating(10-20)% increased Stun DurationDazes on Hit(35-50)% increased Melee Damage against Heavy Stunned enemiesThe first witch hunter knew one critical tactic:never let your enemy have a clear moment.Adds 1 to (60-80) Lightning Damage
OlrovasaraUnique | Torment Club
Physical Damage44-73Critical Hit Chance5%Attacks per Second(1.52-1.89)Weapon Range1.3Lightning Damage1 to (60-80)RequiresLevel 65, 114 StrAdds 1 to (60-80) Lightning Damage+(300-400) to Accuracy Rating(5-30)% increased Attack SpeedOn Hitting an enemy, gains maximum added Lightning damage equal tothe enemy's Power for 20 seconds, up to a total of 500"True heroes grow stronger in the face of adversity."- Fourth Tenet of the Knights of the Sun(300-450)% increased Armour and Evasion
PerfidyUnique | Knight Armour
Armour(780-1072)Evasion Rating(704-968)Base Movement Speed-0.04RequiresLevel 45, 41 Str, 41 Dex(300-450)% increased Armour and Evasion(10-30)% chance to Avoid Physical Damage from Hits(10-30)% chance to Avoid Fire Damage from Hits(10-30)% chance to Avoid Cold Damage from Hits(10-30)% chance to Avoid Lightning Damage from Hits(10-30)% chance to Avoid Chaos Damage from HitsEnemies in your Presence are IntimidatedThe Trickster God turned the very Day and Night against each other.What hope have you?Adds (48-59) to (75-97) Fire Damage
PeripheryUnique | Heartwood Shortbow
Physical Damage41-76Critical Hit Chance5%Attacks per Second(1.35-1.43)Fire Damage(48-59) to (75-97)Cold Damage(35-53) to (65-80)Lightning Damage(1-8) to (123-152)RequiresLevel 67, 134 DexGrants Skill: Azmerian Swarms (Level 19)Adds (48-59) to (75-97) Fire DamageAdds (35-53) to (65-80) Cold DamageAdds (1-8) to (123-152) Lightning Damage(8-14)% increased Attack SpeedElemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup, and Shock ChanceAs the Maji approached the edge of Nothingness, she strungfragments of the Wildwood's carcass together. When shenocked her arrow, she pulled upon the elements of life itself.(30-50)% increased Evasion and Energy Shield
PlaguefingerUnique | Gauze Wraps
Evasion Rating(11-13)Energy Shield(7-9)RequiresLevel 4, 6 Dex, 6 Int(30-50)% increased Evasion and Energy Shield(4-6)% increased Attack SpeedCannot inflict Elemental Ailments(20-30)% chance to Poison on HitAll Damage from Hits Contributes to Poison MagnitudeUlcers, scabs, and pocks, the third army makes its claim.+(50-70) to maximum Mana
Redflare ConduitUnique | Anchorite Garb
Evasion Rating132Energy Shield46Base Movement Speed-0.03RequiresLevel 33, 31 Dex, 31 Int+(50-70) to maximum Mana+(20-30)% to Lightning Resistance20% chance to gain a Power Charge on HitLose all Power Charges on reaching maximum Power ChargesShocks you when you reach maximum Power ChargesIn all things, control.