+(85-99) to maximum Life
Off-hand class
Shields
Off-hand defensive equipment that provides Block and defensive stats based on the shield base type.Modifier weights
3Unique Shields
20
DionadairSplintered Tower Shield(60-80)% increased Armour
WulfsbanePainted Tower Shield+(40-60) to maximum Life
DoomgateBraced Tower Shield(80-100)% increased Block chance
Window to ParadiseBarricade Tower Shield(60-120)% increased Armour
LycosidaeRampart Tower Shield(10-15)% increased Block chance
Redblade BannerHeraldric Tower Shield(10-15)% increased Block chance
SvalinnCrucible Tower Shield+(50-100) to maximum Runic Ward
Chernobog's PillarBlacksteel Tower Shield(100-150)% increased Armour
Arvil's WheelHardwood Targe(60-100)% increased Armour and Evasion
Feathered FortressCrescent Targe+(20-30) to Strength
Alkem EiraBlazon Crest Shield(15-20)% increased Block chance
OakswornSigil Crest Shield(20-30)% increased Block chance
Saffell's FrameEmblem Crest Shield+(15-25)% to Fire Resistance
Crest of ArduraJingling Crest Shield(60-100)% increased Armour and Energy Shield
Mahuxotl's MachinationOmen Crest Shield(66-333)% increased effect of Socketed Soul Cores
Rise of the PhoenixOmen Crest Shield+5% to Maximum Fire Resistance
The SurrenderVaal Tower Shield(40-60)% increased Block chance
NightfallGlacial Fortress+150 Strength Requirement
Eyes of the RunefatherVenerable Defender(300-400)% increased Armour and Evasion
Prism GuardianIntricate Crest Shield(150-200)% increased Armour and Energy Shield
Shield base types
145Essence modifiers
Guaranteed modifiers for Magic and Rare items in this item class.
+(17-20) to Strength, Dexterity or Intelligence
+(100-119) to maximum Life
+(25-27) to Strength, Dexterity or Intelligence
+(9-12) to Strength, Dexterity or Intelligence
(20-24)% increased Block chance
Mark of the Abyssal Lord
Related skills
20Channel to charge in the target direction. You will crash into enemies on your path, stopping your charge and dealing damage to enemies in an area, and extra damage to the enemies you collided with. While charging, your Shield is raised and you will Block all incoming Blockable hits.
Repeatedly hammer your Shield with your weapon causing damaging shockwaves in an area around you. Enemies hit by the shockwave lose Armour for a duration. While Channelling Resonating Shield, your Shield is raised and you will Block all incoming Blockable hits.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance Charge.
Ram your Shield into the ground, throwing up a wall of earth. Enemies can attack your wall segments, and your Slams, Warcries, and Shield Charge will instantly shatter them all. The segments explode when shattered, damaging enemies in front of and around them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Emit an Aura that grants you and Allies in your Presence additional Total Energy Shield.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
Activate to summon Reviving Skeletal Frost Mages that can envelop your Minions in an icy shield on Command.
While active, grants a skill that you can use to instantly begin Recharging Energy Shield and gain a Buff for a duration that prevents that Recharge being interrupted. The Buff is removed at maximum Energy Shield and the skill cannot be used while Energy Shield is full.
Place a Sigil on the ground, providing a powerful Buff to you and Allies standing in it which grants Life Regeneration and amplifies Armour, Evasion and Energy Shield. The Buff becomes more powerful the more mana you spend while standing in the Sigil.
While active, gains Energy when your Energy Shield is damaged by Enemy Hits. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, causes you to periodically gain Ghost Shrouds. If you are Hit while you have a Ghost Shroud, it is immediately consumed to recover Energy Shield based on your Evasion.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time. Removes any upcoming damage delayed by Phased Form on use.
While active, gains Energy when you Block and triggers socketed Spells on reaching maximum Energy.
While 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 stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit. This Buff is removed if you are Heavy Stunned. While this Buff is active, you cannot be Light Stunned, but Blocking too much damage may Heavy Stun you.
Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block, and damage you take from Hits is also removed from Runic Ward. Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Runic Ward while this Skill is active.




































