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* Modifiers
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* Modifiers(Markdown)
Modifiers
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Skill Gem /103
Reset
Vaal Double Strike
Performs two fast strikes with a melee weapon, each of which summons a double of you for a duration to continuously attack monsters in this fashion.
Vaal Immortal Call
Discharges Endurance Charges, making the character unable to die or gain Vaal souls for a short time, proportional to how many endurance charges were expended.
Split Arrow of Splitting
Fires an arrow that splits to hit different targets.
Cold Snap
Creates a sudden burst of cold in a targeted area, damaging enemies. Also creates an expanding area which is filled with chilled ground, and deals cold damage over time to enemies. Enemies that die while in the area have a chance to grant Frenzy Charges. The cooldown can be bypassed by expending a Frenzy Charge.
Vaal Cold Snap
Creates a sudden burst of cold around you, damaging enemies. This also creates a chilling area around you which expands and deals cold damage over time to surrounding enemies in addition to chilling them. Enemies that die while in the area grant Frenzy Charges, and you will passively gain Frenzy Charges while there are enemies in the area.
Caustic Arrow
Fires an arrow which deals chaos damage in an area on impact, and spreads caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Righteous Fire of Arcane Devotion
Engulfs you in magical fire that rapidly burns you and nearby enemies. Your cast speed is substantially increased while under this effect. The effect ends when you have 1 life remaining. Requires mana.
Vaal Righteous Fire
Sacrifices a portion of your Life and Energy Shield to engulf you in magical fire that rapidly burns nearby enemies for a duration. Your spell damage is increased while under this effect.
Vaal Spark
Continuously launches unpredictable sparks in all directions that move randomly until they hit an enemy or expire.
Ice Spear of Splitting
Launches a shard of ice that splits on hitting terrain or enemies. After splitting, the projectiles are in second form, which moves much faster and pierces through enemies.
Vaal Glacial Hammer
Hits enemies, converting some of your physical damage to cold damage. It traps enemies with you in a circle of ice so that they can't escape. Requires a Mace, Sceptre or Staff.
Vaal Lightning Strike
Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy becomes an orb attached to the enemy you hit, or the ground if you don't hit an enemy. The orb will periodically fire projectiles at other nearby enemies for a duration, which will also damage the enemy the orb is attached to.
Vaal Molten Shell
Applies a buff that raises your armour, and takes some of the damage from hits for you before being depleted. Each second, the skill deals reflected damage to surrounding enemies based on the damage taken by the buff in that second. When the buff is removed, the skill deals reflected damage to enemies around you based on the total damage that was taken by the buff. You cannot have the buff at the same time as any other Guard skill.
Power Siphon
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
Power Siphon of the Archmage
Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.
Vaal Haste
Casts a temporary aura that increases the movement speed, attack speed and cast speed of you and your allies.
Vaal Discipline
Casts a temporary aura that prevents energy shield recharge being delayed by damage taken for you and your allies.
Vaal Grace
Casts a temporary aura that grants you and your allies additional chance to evade attacks, and makes suppressed spell damage unlucky against you.
Vaal Clarity
Casts a temporary aura that lets you and your allies cast skills without paying their mana costs.
Fire Trap
Throws a trap that explodes when triggered, dealing fire damage to surrounding enemies and leaving an area of burning ground that damages enemies who walk through it.
Ice Shot of Penetration
Fires a piercing arrow that converts some physical damage to cold on its target and converts all physical damage to cold in two cones perpendicular to the target.
Creeping Frost
Fire an icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep across the ground towards nearby enemies until its duration expires.
Creeping Frost of Floes
Fire a single icy projectile that bursts on impact or when reaching the targeted area, dealing area damage and creating a chilling area that deals cold damage over time. This area will creep rapidly across the ground towards nearby enemies until its duration expires.
Arc of Surging
An arc of lightning reaches from the caster to a targeted enemy and splits to simultaneously hit several other enemies.
Vaal Arctic Armour
Immediately encases you in ice, protecting you for a duration or until you take damage from a number of hits, and also grants a buff once the cast time has finished. You cannot move or perform non-instant actions while in the ice. When the ice breaks, the buff is also removed.
Holy Flame Totem of Ire
Summons a totem that channels to fire a stream of flame at nearby enemies, and creates an area of consecrated ground around the totem.
Vaal Cyclone
Spin and attack in place, damaging nearby enemies and pulling others towards you. While using this skill, you cannot be stunned or knocked back. Cannot be supported by Ruthless.
Searing Bond
Summons a totem that casts a beam of fire at you and each other totem you control, dealing burning damage to enemies caught in the beam. Enemies near either end of a beam also suffer burning damage.
Searing Bond of Detonation
Summons a totem that casts a beam of fire at you and each other totem you control, dealing burning damage to enemies caught in the beam. Enemies near either end of a beam also suffer burning damage. Reaching maximum active totem count will cause all totems from this skill to detonate, applying the same burning damage for a duration.
Vaal Lightning Trap
Throws a trap that launches a ring of projectiles through the enemy that set it off, dealing lightning damage to them and subsequent targets and leaving a trail of shocked ground.
Vaal Impurity of Fire
Casts an aura that reduces fire damage taken and provides ignite immunity to you and nearby allies, and makes hits against nearby enemies ignore their fire resistance.
Vaal Impurity of Ice
Casts an aura that reduces cold damage taken and provides freeze and chill immunity to you and nearby allies, and makes hits against nearby enemies ignore their cold resistance.
Vaal Impurity of Lightning
Casts an aura that reduces lightning damage taken and provides shock immunity to you and nearby allies, and makes hits against nearby enemies ignore their lightning resistance.
Storm Call of Trarthus
Sets a marker at a location. After a short duration, a bolt strikes the marker, dealing physical damage around it and causing bolts to strike at any other markers you've cast. Bolt impacts will leave behind a pool of boiling blood, which deals physical damage over time to enemies within it for a secondary duration.
Vaal Storm Call
Sets a marker at a location. Lightning strikes random enemies around the marker repeatedly over the skill's duration, dealing damage in an area around the strike. Modifiers to the skill's duration will also affect the delay between these strikes. When the duration ends, a large bolt of lightning strikes the marker, dealing damage around it.
Ball Lightning of Orbiting
Fires a single projectile which moves in a spiral while damaging each enemy in an area around it repeatedly with bolts of lightning.
Kinetic Blast of Clustering
Fires a projectile from a Wand that causes a series of area explosions in a secondary radius around its point of impact, each damaging enemies.
Flame Dash
Teleport to a location, damaging enemies and leaving a trail of burning ground. Shares a cooldown with other Blink skills.
Flame Dash of Return
Teleport to a location, damaging enemies and leaving a trail of burning ground, then repeat the teleport in the other direction. Cannot be triggered, or used by a totem, trap or mine. Cannot be supported by Unleash.
Blast Rain of Trarthus
Fires a single arrow up in the air, to rain down at a targeted location. The arrow deals area damage around where it lands, as well as releasing a wave of fire which will apply a burning debuff to enemies. The impact of the arrow will also inflict this debuff.
Vaal Blade Vortex
Creates an independently-moving vortex of ethereal blades which lasts for a duration. The vortex moves toward nearby enemies, repeatedly damaging enemies that it passes through.
Contagion
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies.
Contagion of Subsiding
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy dies while affected by Contagion, the debuff spreads to other enemies, but each time it spreads, it only deals three quarters as much damage as before.
Contagion of Transference
Unleashes a vile contagion on enemies, dealing chaos damage over time. If an enemy is hit while affected by Contagion, the debuff spreads to other enemies.
Blight
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration.
Blight of Contagion
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a shorter secondary duration, slowing their movement. Continued channelling adds layers of damage to the debuff, each with their own duration. The damaging debuff is spread by Contagion.
Blight of Atrophy
Apply a debuff to enemies in front of you which deals chaos damage over time. Enemies who aren't already debuffed by Blight are also hindered for a longer secondary duration, slowing their movement and reducing their life regeneration rate. Continued channelling adds layers of damage to the debuff, each with their own duration.
Essence Drain
Fires a projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage. The debuff is spread by Contagion.
Essence Drain of Desperation
Fires a projectile that applies a damage over time debuff when it hits. You lose Life and Energy Shield equal to a portion of the debuff damage. The debuff is spread by Contagion.
Essence Drain of Wickedness
Fires a piercing projectile that applies a damage over time debuff when it hits. You are healed for a portion of the debuff damage.
Vortex
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it.
Vortex of Projection
An icy blast explodes around the caster, dealing cold damage to enemies, and leaving behind a whirling vortex which deals cold damage over time and chills enemies caught in it. If the caster targets near their Frostbolt projectiles, it will explode from a number of those projectiles instead, destroying them.
Scorching Ray
Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Inflicts Fire Exposure at maximum stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns.
Scorching Ray of Immolation
Unleash a beam of fire that burns enemies it touches. Remaining in the beam raises the burning, adding a portion of the beam's damage in stages. Enemies who leave the beam continue to burn for a duration. Increasing cast speed also increases the rate at which the beam turns.
Siphoning Trap
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time. A beam is also applied to you, granting life and mana regeneration based on the number of debuff beams affecting enemies.
Siphoning Trap of Pain
Throws a trap that applies debuff beams to a number of nearby enemies for a duration. The beams chill enemies and deal cold damage over time.
Lightning Spire Trap
Throws a trap which, once triggered, will repeatedly strike multiple areas around it for a duration, dealing lightning damage.
Seismic Trap
Throws a trap which, once triggered, repeatedly releases a number of waves for a duration. Each wave deals damage in a series of small bursts in a line, ending with a larger burst.
Vaal Earthquake
Smashes the ground, dealing damage in an area and cracking the earth. The crack will erupt in a powerful aftershock after a short duration. After using this skill, your steps will deal damage around you, cracking the earth if the previous cracks have erupted. This effect ends after a secondary duration, or after a maximum number of aftershocks. Requires an Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Blight
Apply a powerful debuff to enemies around you which deals chaos damage over time. Then applies two additional layers in a larger area, growing greatly in size each time. Enemies are also substantially hindered for a shorter secondary duration, slowing their movement.
Vaal Ancestral Warchief
Summons an Ancestor Totem which attacks enemies with a powerful cascading slam while you're near it. If the enemies are far away, it will leap toward them as it slams. Being near it grants you more melee damage. Requires a Melee Weapon or Unarmed.
Toxic Rain
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and slows their movement speed. The pods last for a duration before bursting, dealing area damage.
Toxic Rain of Withering
Fire arrows into the air that rain down around the targeted area, dealing damage to enemies they hit and creating spore pods where they land. Each spore pod deals chaos damage over time to nearby enemies and withers them, causing them to take increased chaos damage. The pods last for a duration before bursting, dealing area damage.
Soulrend
Fires a projectile that turns towards enemies in front of it, damaging and piercing through those it hits, and leeching some of that damage as energy shield. As the projectile travels, it repeatedly applies a short but powerful chaos damage over time debuff to each enemy in an area around it.
Soulrend of the Spiral
Fires a series of projectiles in a spiral that turn towards enemies in front of them, damaging and piercing through those they hit, and leeching some of that damage as energy shield. As the projectiles travel, they repeatedly apply a short but powerful chaos damage over time debuff to each enemy in an area around them.
Bane
Applies a debuff to enemies in an area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
Bane of Condemnation
Applies a debuff to enemies in a small area, which deals chaos damage over Time. Linked hex curses are also applied to those enemies. The debuff deals more damage and lasts longer for each hex applied this way. This skill cannot be used by Totems, Traps, or Mines.
[UNUSED] Replicate
[UNUSED] Summon replications of your character that follow you. When you use a supported skill, the replications also use their copy of the skill. Additional Projectiles are distributed evenly among replications.
Perforate
Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
Perforate of Duality
Smash the ground to bring forth multiple spears to damage enemies. When in Blood Stance, multiple spikes burst from the ground in sequence, able to hit enemies multiple times. In Sand Stance, the spikes are thrust outwards. Requires a Sword or Axe. You are in Blood Stance by default.
Perforate of Bloodshed
Smash the ground to bring forth multiple spikes from the ground in sequence, able to hit enemies multiple times. Requires a Sword or Axe.
Kinetic Bolt
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from.
Kinetic Bolt of Fragmentation
Fire a projectile from your wand that changes direction in a zig-zag pattern at regular intervals or when hitting enemies. Each time it changes direction, a secondary projectile breaks off, flying in the direction it changed away from. Multiple of these projectiles can hit the same target.
Wintertide Brand
Creates a magical brand which can attach to a nearby enemy, dealing cold damage over time and chilling them. It periodically activates while attached, gaining stages that raise the damage. When removed, a short-duration debuff dealing the same damage over time and chill is applied to each nearby enemy. The brand keeps its charges while detached.
Splitting Steel
Fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe.
Splitting Steel of Ammunition
Consume Steel Shards to fire a single projectile that splits on impact or at the targeted location, dealing area damage when it splits and again when the split projectiles explode at the end of their flight. Projectiles from this skill cannot return. Requires a Sword or Axe. Steel Shards are gained with the Call of Steel Skill.
Flame Wall
Create a wall of fire for a duration, which deals burning damage to everything in its area. Each enemy that enters the wall also receives a secondary burning debuff which persists for a short duration after leaving the wall. Any projectiles fired through the wall by you and allies deal added fire damage and apply the wall's secondary debuff on hit.
Flammable Shot
[UNUSED] The environmentally unsustainable child of Explosive Arrow and Flame Wall
Gluttony of Elements
Casts an aura that causes taking elemental damage to heal you and nearby allies instead.
Exsanguinate
Releases several tendrils of blood from your character, targeting enemies in a narrow angle in front of you. The beams deal physical damage and inflict a physical damage over time debuff to enemies, which can stack up to 3 times. Effects which allow skills to chain can apply to these tendrils.
Exsanguinate of Transmission
Releases a tendril of blood from your character, which will target an enemy in front of you, then chain to other enemies. The tendril deals physical damage and inflicts a physical damage over time debuff to enemies, which can stack up to 3 times.
Reap
A bloody scythe swipes across a selected area, applying a physical damage over time debuff and hitting enemies with physical damage. If any survive, you gain a blood charge which raises the damage and cost of the skill. Players can have 5 maximum blood charges.
Spectral Helix
Throws a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls.
Spectral Helix of Trarthus
Throws a trap which, once triggered, fires a spectral copy of your melee weapon. It spins around while flying in a large spiral, damaging enemies in its path, and bouncing if it collides with walls. If dual wielding, each Trap thrown will randomly use either the main hand or off hand weapon.
Storm Rain of the Fence
Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.
Eye of Winter
Fires a single eye projectile which constantly releases shard projectiles in a spiral. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies. When the eye dissipates or collides with terrain, it releases a faster spiral of extra shards.
Eye of Winter of Finality
Fires a single eye projectile which cannot damage enemies. When the eye dissipates or collides with terrain, it releases a fast spiral of shards. The shards will deal cold damage to enemies they impact.
Eye of Winter of Transience
Fires a single eye projectile which releases a number shard projectiles in a spiral before dissipating. The shards will damage enemies they impact, dealing cold damage. The eye cannot damage enemies.
Poisonous Concoction of Bouncing
Throws a single bottle that releases a burst when it hits the ground, dealing unarmed attack damage in an area with a chance to poison. The skill chains, bouncing randomly to deal damage multiple times. Can consume charges from a Life flask to add further damage. Requires an empty main hand, and no off-hand weapon.
Vaal Cleave
The character swings their weapon (or both weapons if dual wielding) in an arc, damaging monsters in an area in front of them. Killing Blows on Rare or Unique enemies grant a buff that improves Cleave for a duration. Killing Blows on Rare Enemies also steal their modifiers for a secondary duration. Only works with Axes and Swords.
Vaal Caustic Arrow
Fires a slow-moving serpentine arrow which deals chaos damage while piercing enemies, and leaves a trail of caustic ground. Enemies standing on the caustic ground take chaos damage over time.
Vaal Venom Gyre
Creates already-caught projectiles without firing them first, both immediately and over a secondary duration. Caught projectiles spiral outwards when you use Whirling Blades and do not return. Requires a Dagger or Claw.
Vaal Smite
Calls lightning down to infuse your weapon, then performs a melee attack and causes lightning to strike nearby enemies, dealing damage in an area. Hitting an enemy grants an aura for a duration. Requires a Sword, Axe, Mace, Sceptre, Staff or Unarmed.
Vaal Reap
Bloody scythes swipe around a selected area, hitting enemies with physical damage. An area of boiling blood is left beneath them for a duration which deals physical damage over time. Also gives a bonus to maximum Blood Charges for a secondary duration.
Vaal Animate Weapon
Animates multiple Melee Weapon Items and Lingering Blades to fight by your side, and transforms them into different, unique weapons. You cannot animate unidentified Weapons. Will not animate weapons with 6 sockets. Cannot be used by Traps or Mines.
Vaal Lightning Arrow
Fires charged arrows, which repeatedly travel for a short time before changing direction. When they hit enemies, they are struck by a bolt of lightning which damages a number of surrounding enemies.
Vaal Absolution
Causes one of your existing Sentinels of Absolution to Ascend, becoming more powerful, gaining new spells, and overriding its duration, while maintaining its other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Absolution, an existing one will be refreshed instead.
Vaal Domination
This spell causes one of your existing Sentinels of Dominance to Ascend, becoming more powerful, gaining new attacks, and overriding its duration, while maintaining its monster modifiers and other bonuses, including from support gems. If you cannot have more Ascended Sentinels of Dominance, an existing one will be refreshed instead.
Vaal Ice Shot
Fires an arrow that converts some physical damage to cold on its target and converts all physical damage to cold in a cone behind that target. When you use this skill, it summons a squad of Mirage Sharpshooters for a duration. Cannot be used by Totems, Traps, or Mines.
Vaal Firestorm
A fixed number of flaming bolts rain down in a spiral, culminating in the central one impacting the targeted location. They explode when landing, dealing damage to nearby enemies and leaving burning ground, which deals fire damage over time.
Vaal Rejuvenation Totem
Summons a totem that has an aura which regenerates life for you and your nearby allies. When things affected by the aura are hit, the totem's life is removed instead for some of the damage.
Conflagration
Fire arrows into the air that rain down around the targeted area, dealing area damage on impact and leaving the arrows stuck in the ground for a duration. If you move close to a stuck arrow, it will explode, dealing area damage and applying a fire damage over time debuff, as well as causing other stuck arrows in range to also explode.
Thunderstorm
Fires an arrow into the air to land at a targeted location. On impact, deals area damage and creates a thunderstorm which blinds enemies within it. Entering the thunderstorm will cause it to gain stages, and leaving it will cause it to dissipate. Leaving the storm while it is at maximum stages will cause it to explode, dealing damage and triggering Thunderburst. You must use this skill yourself, it cannot be used by Totems, Traps, Mines, or other objects that use skills for you.
Support Gem /2
Behead Support
Supports strike skills.
Frigid Bond Support
Supports link skills.
Item mods /5
Name Level Pre/Suf Description Weight
of the Elder 68 Suffix When you Kill a Rare Monster, (15 — 20) % chance to gain one of its Modifiers for 10 seconds claw_elder 1000
default 0
of the Conquest 68 Suffix When you Kill a Rare Monster, (21 — 30) % chance to gain one of its Modifiers for 10 seconds claw_adjudicator 500
default 0
of the Conquest 73 Suffix When you Kill a Rare Monster, (31 — 40) % chance to gain one of its Modifiers for 10 seconds claw_adjudicator 500
default 0
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
Fireball and Rolling Magma have 100 % more Area of Effect weapon_can_roll_minion_modifiers 0
1 WeaponTree Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
1 WeaponTree Fireball and Rolling Magma have 200 % more Area of Effect weapon_can_roll_minion_modifiers 0
Modifiers to number of Projectiles do not apply to Fireball and Rolling Magma wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
Monsters mods /2
Name Level Pre/Suf Description Weight
Cannot be Knocked Back
1 Unique Cannot be Stunned
not affected by action speed modifiers [1]
1 Unique unaffected by life modifiers [1] Life
Map mods /3
Name Level Pre/Suf Description Weight
(20 — 30) % increased number of Rare Monsters uber_tier_map 0
of Antagonism 69 Suffix Rare Monsters each have 2 additional Modifiers secret_area 1000
default 0
uber_tier_map 0
of the Locus 74 Suffix Vaal Vessel contains an additional Corrupted Unique Item with two Implicit Modifiers map_device 0
secret_area 20
default 0
1 MemoryAltar Killing a Rare Monster consumes 15 Petals if possible to gain its Modifiers for 30 seconds default 2000
Crafting Bench /3
Mod Require ItemClasses Unlock
Can have up to 3 Crafted Modifiers 2x Divine Orb One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver The Putrid Cloister
Cannot roll Attack Modifiers 1x Divine Orb One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver Caer Blaidd, Wolfpack's Den
Cannot roll Caster Modifiers 1x Divine Orb One Hand Melee · Two Hand Melee · One Hand Ranged · Two Hand Ranged · Body Armour · Gloves · Boots · Helmet · Shield · Ring · Amulet · Belt · Quiver Whakawairua Tuahu
Misc mods /30
Name Level Domain Pre/Suf Description Weight
1 Jewel Unique With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds
local jewel effect base radius [800]
1 Jewel Unique Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
local jewel effect base radius [1200] Attack
1 Jewel Unique Modifiers to Ignite Duration on you apply to all Elemental Ailments
1 Jewel Unique Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
1 Atlas Prefix Maps found in your Maps are Corrupted with 8 Modifiers default 50
3 uses remaining
1 Atlas Prefix Maps found in your Maps are Corrupted with 8 Modifiers default 50
15 uses remaining
1 MapDevice Unique Area has 2 additional random Modifiers
1 MapDevice Unique Non-Unique Maps found in Area are Corrupted with 8 Modifiers
1 MapDevice Unique Unique Monsters have 4 additional Monster Modifiers
1 MapDevice Unique Explicit Modifiers on Strongboxes have 75 % increased effect
1 MapDevice Unique Remnants have 2 additional Suffix Modifiers
Remnants have 2 additional Prefix Modifiers
1 MapDevice Unique Shrines in Area are guarded by an Atlas Boss
Modifiers to the Final Map Boss also apply to these Atlas Bosses
1 MapDevice Unique Suffix Modifiers have no effect
map prefix modifier effect +% [100]
1 MapDevice Unique Prefix Modifiers have no effect
map suffix modifier effect +% [100]
1 MapDevice Unique 150 % increased Magic Monsters
map magic monster num additional modifiers [1]
1 MapDevice Unique Rare Monsters each have 2 additional Modifiers
1 MapDevice Unique Monster Packs in Area have a 15 % chance to be replaced by a random Atlas Boss
Modifiers to the Final Map Boss also apply to these Atlas Bosses
of Skullcrushing 67 Sentinel Suffix When a Character Kills an Empowered Rare Monster, special_sentinel_mod 0
they have 50 % chance to gain its Modifiers for 20 seconds default 20
1 Sentinel Unique When a Character Kills an Empowered Rare Monster,
they gain its Modifiers for 20 seconds
uber_tier_map 0
Unpredictable 1 CrucibleMap Prefix Forged Items have the numeric values of Modifiers Randomised crucible_map_low 25
crucible_map_high 250
default 0
uber_tier_map 0
Deadly 1 CrucibleMap Prefix Rare Monsters each have 2 additional Modifiers crucible_map_high 1000
default 0
of the Abyss 68 MapRelic Suffix Abyss Jewels found in Abyssal Troves or dropped by Stygian Spires in your Maps have (15 — 25) % chance to be Corrupted and have 5 or 6 random Modifiers atlas_relic_very_large 200
default 0
Cartographer's 68 MapRelic Prefix (6 — 9) % increased effect of Explicit Modifiers on your Maps atlas_relic_large 1000
default 0
Cartographer's 68 MapRelic Prefix (2 — 4) % increased effect of Explicit Modifiers on your Maps per 5% Map Quality atlas_relic_very_large 0
default 0
Cartographer's 68 MapRelic Prefix 2 % increased effect of Explicit Modifiers on your Maps per Explicit Modifier atlas_relic_very_large 1000
default 0
1 MapRelic Unique Your Corrupted Rare Maps are modified unpredictably when opened
Maps modified in this way have 1-3 additional random Map Modifiers
1 MapRelic Unique Modifiers to Quantity of Items found in your Maps instead apply to Rarity of Items found in your Maps at 300% of their value
The Maven casts Up the Stakes, summoning 1 to 3 additional Atlas Bosses
when Witnessing Map Bosses
1 MapRelic Unique The number of additional Bosses summoned is higher if there
are fewer monsters remaining in the Map
Modifiers to the Final Map Boss in each Map also apply to these summoned Bosses
Ultimatum Monsters in your Maps apply Ruin with their special abilities
1 MapRelic Unique Fail on reaching 7 Ruin
Ultimatum Monsters and Modifiers in your Maps deal (50 — 60) % less Damage
1 MapRelic Unique Ultimatum Modifiers in your Maps start a Tier higher if possible
Ultimatum Encounters in your Maps get 3 % reduced Radius each Round
Essence /1
Name
Essence of Desolation
Item /114
Reset
Chaos Orb
Stack Size: 1 / 20
Reforges a rare item with new random modifiers
Veiled Chaos Orb
Stack Size: 1 / 20
Reforges a rare item with new random modifiers including a random Veiled modifier
Orb of Alteration
Stack Size: 1 / 20
Reforges a magic item with new random modifiers
Orb of Scouring
Stack Size: 1 / 30
Removes all modifiers from an item
Divine Orb
Stack Size: 1 / 20
Randomises the values of the random modifiers on an item
Blessed Orb
Stack Size: 1 / 20
Randomises the values of the implicit modifiers of an item
Orb of Unravelling
Stack Size: 1 / 10
Consumes all Memory Strands on an item to attempt to upgrade the tier
of explicit modifiers based on the number of Memory Strands consumed
Foulborn Orb of Augmentation
Stack Size: 1 / 10
Augments a magic item with a new random modifier with
higher level modifiers being more likely
Foulborn Regal Orb
Stack Size: 1 / 10
Upgrades a magic item to a rare item with higher level
modifiers being more likely
Foulborn Exalted Orb
Stack Size: 1 / 10
Augments a rare item with a new random modifier with
higher level modifiers being more likely
Fracturing Orb
Stack Size: 1 / 20
Fracture a random modifier on a rare item with at least 4 modifiers, locking it in place
Scorched Fossil
Stack Size: 1 / 20
More Fire modifiers
No Cold modifiers
Frigid Fossil
Stack Size: 1 / 20
More Cold modifiers
No Fire modifiers
Metallic Fossil
Stack Size: 1 / 20
More Lightning modifiers
No Physical modifiers
Jagged Fossil
Stack Size: 1 / 20
More Physical modifiers
No Chaos modifiers
Aberrant Fossil
Stack Size: 1 / 20
More Chaos modifiers
No Lightning modifiers
Pristine Fossil
Stack Size: 1 / 20
More Life modifiers
No Defence modifiers
Dense Fossil
Stack Size: 1 / 20
More Defence modifiers
No Life Modifiers
Corroded Fossil
Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
Prismatic Fossil
Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
Aetheric Fossil
Stack Size: 1 / 20
More Caster modifiers
Fewer Attack modifiers
Serrated Fossil
Stack Size: 1 / 20
More Attack modifiers
Fewer Caster modifiers
Lucent Fossil
Stack Size: 1 / 20
More Mana modifiers
No Speed modifiers
Shuddering Fossil
Stack Size: 1 / 20
More Speed modifiers
No Mana modifiers
Bound Fossil
Stack Size: 1 / 20
More Minion, Aura or Curse modifiers
Opulent Fossil
Stack Size: 1 / 20
More Drop modifiers
No Tagless modifiers
Deft Fossil
Stack Size: 1 / 20
More Critical modifiers
No Attribute modifiers
Fundamental Fossil
Stack Size: 1 / 20
More Attribute modifiers
No Critical modifiers
Faceted Fossil
Stack Size: 1 / 10
More Gem modifiers
Sanctified Fossil
Stack Size: 1 / 10
Numeric modifier values are lucky
High Level modifiers are more common
Primitive Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
Potent Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
Powerful Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
Prime Chaotic Resonator
Stack Size: 1 / 10
Reforges a rare item with new random modifiers
The Price of Protection
Stack Size: 1 / 5
Elder Guardian Occupied Map
Modifiers: 8
Corrupted
The Easy Stroll
Stack Size: 1 / 2
Map
Map Tier: 15
Modifiers: 8
Corrupted
Triskaidekaphobia
Stack Size: 1 / 13
Map
Map Tier: 13
Delirium: 100%
Modifiers: 8
Corrupted
Cartography Scarab of Risk
Stack Size: 1 / 20
Limit: 1
Area has 2 additional random Modifiers
Cartography Scarab of Corruption
Stack Size: 1 / 20
Limit: 1
Non-Unique Maps found in Area are Corrupted with 8 Modifiers
Titanic Scarab of Legend
Stack Size: 1 / 20
Limit: 1
Unique Monsters in Area have 4 additional Monster Modifiers
Ambush Scarab of Potency
Stack Size: 1 / 20
Limit: 1
75% Increased effect of Explicit Modifiers on Strongboxes in Area
Domination Scarab of Terrors
Stack Size: 1 / 20
Limit: 1
Shrines in Area are guarded by an Atlas Boss
Modifiers to the Final Map Boss also apply to these Atlas Bosses
Beyond Scarab of Haemophilia
Stack Size: 1 / 20
Limit: 2
Beyond Portals in Area have 50% increased Merging Radius
Characters that Kill Beyond Rare Monsters in Area have a 30% chance to gain their Modifiers for 20 seconds
Scarab of the Sinistral
Stack Size: 1 / 20
Limit: 1
100% increased effect of Area Prefix Modifiers
Area Suffix Modifiers have no effect
Scarab of the Dextral
Stack Size: 1 / 20
Limit: 1
100% increased effect of Area Suffix Modifiers
Area Prefix Modifiers have no effect
Horned Scarab of Nemeses
Stack Size: 1 / 20
Limit: 2
Rare Monsters in Area have 2 additional Modifiers
Horned Scarab of Pandemonium
Stack Size: 1 / 20
Limit: 1
Monster packs in Area have a 15% chance to be replaced by a random Atlas Boss
Modifiers to the Final Map Boss also apply to these Atlas Bosses
Turbulent Catalyst
Stack Size: 1 / 10
Adds quality that enhances Elemental Damage modifiers on a ring, amulet or belt
Replaces other quality types
Imbued Catalyst
Stack Size: 1 / 10
Adds quality that enhances Caster modifiers on a ring, amulet or belt
Replaces other quality types
Abrasive Catalyst
Stack Size: 1 / 10
Adds quality that enhances Attack modifiers on a ring, amulet or belt
Replaces other quality types
Tempering Catalyst
Stack Size: 1 / 10
Adds quality that enhances Defence modifiers on a ring, amulet or belt
Replaces other quality types
Fertile Catalyst
Stack Size: 1 / 10
Adds quality that enhances Life and Mana modifiers on a ring, amulet or belt
Replaces other quality types
Prismatic Catalyst
Stack Size: 1 / 10
Adds quality that enhances Resistance modifiers on a ring, amulet or belt
Replaces other quality types
Intrinsic Catalyst
Stack Size: 1 / 10
Adds quality that enhances Attribute modifiers on a ring, amulet or belt
Replaces other quality types
Noxious Catalyst
Stack Size: 1 / 10
Adds quality that enhances Physical and Chaos Damage modifiers on a ring, amulet or belt
Replaces other quality types
Accelerating Catalyst
Stack Size: 1 / 10
Adds quality that enhances Speed modifiers on a ring, amulet or belt
Replaces other quality types
Unstable Catalyst
Stack Size: 1 / 10
Adds quality that enhances Critical modifiers on a ring, amulet or belt
Replaces other quality types
Sinistral Catalyst
Stack Size: 1 / 10
Adds quality that enhances Prefix modifiers on a ring, amulet or belt
Replaces other quality types
Dextral Catalyst
Stack Size: 1 / 10
Adds quality that enhances Suffix modifiers on a ring, amulet or belt
Replaces other quality types
Awakener's Orb
Stack Size: 1 / 10
Destroys an item, applying its influence to another of the same item class
The second item is reforged as a rare item with both influence types and new modifiers
Orb of Dominance
Stack Size: 1 / 10
Removes one Influenced Modifier from an item with at least two Influenced
Modifiers and upgrades another Influenced Modifier
Upgrading a modifier of the highest tier transforms the
modifier into an Elevated Modifier
Attempting to upgrade an Elevated Modifier rerolls its values
Can be used on Body Armours, Boots, Gloves and Helmets
Tainted Chaos Orb
Stack Size: 1 / 20
Unpredictably either reforges a corrupted rare item with new random modifiers or removes all of its modifiers
Volatile Vaal Orb
Stack Size: 1 / 20
Unpredictably either randomises the values of random modifiers on a
unique equipment and corrupts it, or destroys it
Lesser Eldritch Ember
Stack Size: 1 / 10
Adds a Lesser Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Greater Eldritch Ember
Stack Size: 1 / 10
Adds a Greater Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Grand Eldritch Ember
Stack Size: 1 / 10
Adds a Grand Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Exceptional Eldritch Ember
Stack Size: 1 / 10
Adds an Exceptional Searing Exarch implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Eater of Worlds implicit modifiers
Lesser Eldritch Ichor
Stack Size: 1 / 10
Adds a Lesser Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Greater Eldritch Ichor
Stack Size: 1 / 10
Adds a Greater Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Grand Eldritch Ichor
Stack Size: 1 / 10
Adds a Grand Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Exceptional Eldritch Ichor
Stack Size: 1 / 10
Adds an Exceptional Eater of Worlds implicit modifier to
a Body Armour, Boots, Gloves or Helmet
This replaces any existing implicit modifiers other than Searing Exarch implicit modifiers
Orb of Conflict
Stack Size: 1 / 10
Unpredictably raise the strength of one Searing Exarch or Eater of Worlds modifier on an item and lower the strength of another
Lesser modifiers that have their strength lowered will be removed
Eldritch Chaos Orb
Stack Size: 1 / 20
If The Searing Exarch is dominant, reroll prefix modifiers
If The Eater of Worlds is dominant, reroll suffix modifiers
Operative's Scouting Report
Stack Size: 1 / 20
Formally used to reroll all of Kirac's Atlas Missions, granting missions with rewarding implicit modifiers
Amplifying Power Core
Stack Size: 1 / 20
Destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictably, with a higher chance of a upgrading the tier of modifiers
Augmenting Power Core
Stack Size: 1 / 20
Destroys two Sentinels to create a fully-charged Sentinel with a combination of their properties. Sometimes, the resultant item is modified unpredictably, with a higher chance of new random modifiers
Reflecting Mist
Stack Size: 1 / 10
Unpredictably reflects a rare amulet or ring, breaking it
into two mirrored halves with reflected modifiers
Allflame Ember of Propagation
Stack Size: 1 / 20
Limit: 1
Adds Monster Packs to Area
Pack monsters that die when Rare spread
Modifiers to other Rare monsters in Area
Substitutes Monster Packs in Area
Pack Monsters that die when Rare spread
Modifiers to other Rare Monsters in Area
map num allflame propagation packs [11]
Djinn-Touched Vaal Orb
Stack Size: 1 / 20
Corrupts a Unique item, modifying it unpredictably
Can Modify Corrupted Items
Items Corrupted this way can have up to 2 Implicit Modifiers
Fading Reflecting Mist
Stack Size: 1 / 10
Unpredictably reflects a rare amulet or ring, breaking it
into two mirrored halves with reflected modifiers
Cryonic Ring
Requires Level 40
+2 % to maximum Cold Resistance
Cannot roll Modifiers of Non-Cold Damage Types
Enthalpic Ring
Requires Level 40
+2 % to maximum Fire Resistance
Cannot roll Modifiers of Non-Fire Damage Types
Synaptic Ring
Requires Level 40
+2 % to maximum Lightning Resistance
Cannot roll Modifiers of Non-Lightning Damage Types
Organic Ring
Requires Level 40
3 % additional Physical Damage Reduction
Cannot roll Modifiers of Non-Physical Damage Types
Fugitive Ring
Requires Level 40
+2 % to maximum Chaos Resistance
Cannot roll Modifiers of Non-Chaos Damage Types
Kinetic Wand
Physical Damage: 29-54
Critical Strike Chance: 8.5%
Attacks per Second: 1.6
Requires Level 59 , 188 Int
Cannot roll Caster Modifiers
Blasting Wand
Physical Damage: 21-39
Critical Strike Chance: 8.5%
Attacks per Second: 1.6
Requires Level 40 , 131 Int
Cannot roll Caster Modifiers
Somatic Wand
Physical Damage: 9-18
Critical Strike Chance: 8.5%
Attacks per Second: 1.6
Requires Level 12 , 47 Int
Cannot roll Caster Modifiers
Astrolabe Amulet
Requires Level 75
Implicit Modifiers Cannot Be Changed
Has Elder, Shaper and all Conqueror Influences
Cogwork Ring
Requires Level 68
-1 Prefix Modifier allowed
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25 % increased Suffix Modifier magnitudes
Geodesic Ring
Requires Level 68
+1 Prefix Modifier allowed
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
25 % increased Prefix Modifier magnitudes
Composite Ring
Requires Level 68
+3 Prefix Modifiers allowed
-3 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
Manifold Ring
Requires Level 75
+1 Prefix Modifier allowed
-2 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
50 % increased Prefix Modifier magnitudes
Ratcheting Ring
Requires Level 68
-3 Prefix Modifiers allowed
+3 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
Helical Ring
Requires Level 75
-2 Prefix Modifiers allowed
+1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
50 % increased Suffix Modifier magnitudes
Simplex Amulet
Requires Level 80
-2 Prefix Modifiers allowed
-1 Suffix Modifier allowed
Implicit Modifiers Cannot Be Changed
100 % increased Explicit Modifier magnitudes
Focused Amulet
Requires Level 80
-1 Prefix Modifier allowed
-2 Suffix Modifiers allowed
Implicit Modifiers Cannot Be Changed
100 % increased Explicit Modifier magnitudes
Incandescent Invitation
Portal: Absence of Patience and Wisdom
Area Level: 84
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Polaric Invitation
Portal: Polaric Void
Area Level: 83
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Screaming Invitation
Portal: Absence of Symmetry and Harmony
Area Level: 84
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Writhing Invitation
Portal: Seething Chyme
Area Level: 83
Modifiers to Item Quantity affect the amount of rewards dropped by the boss
Maven's Invitation: The Elderslayers
Portal: The Maven's Crucible
Area Level: 68
Boss Fights: 4
The Maven must Witness: Baran, The Crusader , Veritania, The Redeemer , Al-Hezmin, The Hunter , Drox, The Warlord
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Feared
Portal: The Maven's Crucible
Area Level: 68
Boss Fights: 5
The Maven must Witness: Cortex , Eye of the Storm , Moment of Reverence , The Shaper's Realm , Absence of Value and Meaning
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Remembered
Portal: The Maven's Crucible
Area Level: 68
Boss Fights: 3
The Maven must Witness: Courtyard of Wasting Map , Chambers of Impurity Map , Theatre of Lies Map
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Forgotten
Portal: The Maven's Crucible
Area Level: 68
Boss Fights: 4
The Maven must Witness: Rewritten Distant Memory , Augmented Distant Memory , Altered Distant Memory , Twisted Distant Memory
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Twisted
Portal: The Maven's Crucible
Area Level: 68
Boss Fights: 4
The Maven must Witness: The Purifier , The Constrictor , The Enslaver , The Eradicator
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Formed
Portal: The Maven's Crucible
Area Level: 68
Boss Fights: 4
The Maven must Witness: Lair of the Hydra Map , Maze of the Minotaur Map , Forge of the Phoenix Map , Pit of the Chimera Map
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Elderslayers
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Feared
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Hidden
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Forgotten
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Twisted
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Maven's Invitation: The Formed
Modifiers to Item Quantity will affect the number of encounter rewards dropped
Essence of Desolation
Stack Size: 1 / 10
Essence Tier: 8
Upgrades a normal item to rare or reforges a rare item, guaranteeing one property
Quivers: Projectiles can Chain from any number of additional targets in Close Range
Helmets: + 6 to Level of Socketed Gems while there is a single Gem Socketed in this Item
Body Armours: (70 — 90) % increased Global Defences if there are no Defence Modifiers on other Equipped Items
Boots: 5 % increased Movement Speed for each nearby Enemy, up to a maximum of 50%
Gloves: 5 % increased Attack and Cast Speed for each nearby Enemy, up to a maximum of 30%
Bows, Staves, Two Hand Swords, Two Hand Axes, Two Hand Maces: 2 % chance to deal Double Damage against Enemies for each type of Ailment you have inflicted on them
Wands, Claws, Daggers, One Hand Swords, Thrusting One Hand Swords, One Hand Axes, One Hand Maces, Sceptres: 1 % chance to deal Double Damage against Enemies for each type of Ailment you have inflicted on them
Belts: Equipped Magic Flasks have 30 % increased effect on you if no Flasks are Adjacent to them
Amulets: (40 — 60) % increased Duration of Ailments of types you haven't inflicted Recently
Rings: Left ring slot: Skills supported by Unleash have + 1 to maximum number of Seals
Right ring slot: Shockwave has + 1 to Cooldown Uses
Shields: (2 — 4) % of Armour applies to Fire, Cold and Lightning Damage taken from Hits if you have Blocked Recently
Unique /40
Reset
Headhunter Leather Belt
Requires Level 40
+(25 — 40) to maximum Life
+(40 — 55) to Strength
+(40 — 55) to Dexterity
+(50 — 60) to maximum Life
(20 — 30) % increased Damage with Hits against Rare monsters
When you Kill a Rare monster, you gain its Modifiers for 60 seconds
Lioneye's Fall Viridian Jewel
Requires Level 20
Melee and Melee Weapon Type modifiers in Radius are Transformed to Bow Modifiers
Inspired Learning Crimson Jewel
Requires Level 20
With 4 Notables Allocated in Radius, When you Kill a Rare monster, you gain 1 of its Modifiers for 20 seconds
Rigwald's Curse Wereclaw Talisman
Requires Level 28
+(24 — 36) % to Global Critical Strike Multiplier
local stat monsters pick up item [1]
+7 % to Unarmed Melee Attack Critical Strike Chance
Modifiers to Claw Damage also apply to Unarmed Attack Damage with Melee Skills
Modifiers to Claw Attack Speed also apply to Unarmed Attack Speed with Melee Skills
Modifiers to Claw Critical Strike Chance also apply to Unarmed Critical Strike Chance with Melee Skills
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Corrupted
Eyes of the Greatwolf Greatwolf Talisman
Requires Level 52
Implicit Modifier magnitudes are doubled
(Implicit Modifiers are those that come from an item's type, rather than its random properties)
Corrupted
The Perfect Form Zodiac Leather
Requires Level 65 , 197 Dex
+50 % chance to Suppress Spell Damage
(150 — 200) % increased Evasion Rating
-30 % to Cold Resistance
Evasion Rating is increased by Overcapped Cold Resistance
Acrobatics
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
(Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value. Maximum Chance to Dodge Spell Hits is 75%)
(40% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Watcher's Eye Prismatic Jewel
Requires Level 1
(4 — 6) % increased maximum Energy Shield
(4 — 6) % increased maximum Life
(4 — 6) % increased maximum Mana
[Two random aura modifiers]
Tombfist Steelscale Gauntlets
Requires Level 36 , 29 Str, 29 Dex
Has 1 Abyssal Socket
(5 — 10) % increased Attack Speed
[2 random Abyss Jewel-dependent modifiers]
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Tombfist Steelscale Gauntlets
Requires Level 36 , 29 Str, 29 Dex
Has 2 Abyssal Sockets
(5 — 10) % increased Attack Speed
[2 random Abyss Jewel-dependent modifiers]
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Watcher's Eye Prismatic Jewel
Requires Level 1
(4 — 6) % increased maximum Energy Shield
(4 — 6) % increased maximum Life
(4 — 6) % increased maximum Mana
[Three random aura modifiers]
String of Servitude Heavy Belt
Requires Level 28
+(25 — 35) to Strength
Implicit Modifier magnitudes are tripled
(Implicit Modifiers are those that come from an item's type, rather than its random properties)
Corrupted
Nebulis Void Sceptre
Requires Level 68 , 104 Str, 122 Int
[One to three random synthesis implicit modifiers]
(60 — 120) % increased Implicit Modifier magnitudes
(15 — 20) % increased Cast Speed
(5 — 10) % increased Elemental Damage per 1% Fire, Cold, or Lightning Resistance above 75%
(Implicit Modifiers are those that come from an item's type, rather than its random properties)
Hands of the High Templar Crusader Gloves
Requires Level 66 , 51 Str, 51 Int
Can be modified while Corrupted
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150 — 200) % increased Armour and Energy Shield
(7 — 12) % increased maximum Life
+(20 — 30) % to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
Fury Valve Turquoise Amulet
Requires Level 40
+(16 — 24) to Dexterity and Intelligence
(15 — 25) % increased Evasion Rating
+(15 — 20) % to all Elemental Resistances
Skills fire 2 additional Projectiles
(20 — 30) % increased Projectile Speed
Modifiers to number of Projectiles instead apply
to the number of targets Projectiles Split towards
Split Personality Crimson Jewel
Requires Level 20
This Jewel's Socket has 25 % increased effect per Allocated Passive Skill between
it and your Class' starting location
[Two random modifiers]
(Always counts the shortest possible path)
Corrupted
Megalomaniac Medium Cluster Jewel
Requires Level 1
Adds 4 Passive Skills
Added Small Passive Skills grant Nothing
[Three random notable modifiers]
(Added Passive Skills are never considered to be in Radius by other Jewels)
(All Added Passive Skills are Small unless otherwise specified)
Corrupted
Replica Headhunter Leather Belt
Requires Level 40
+(25 — 40) to maximum Life
+(40 — 55) to Strength
+(40 — 55) to Dexterity
+(50 — 60) to maximum Life
(20 — 30) % increased Damage with Hits against Magic monsters
20 % chance when you Kill a Magic Monster to gain its Modifiers for 60 seconds
Replica Nebulis Void Sceptre
Requires Level 68 , 104 Str, 122 Int
40 % increased Elemental Damage
(60 — 120) % increased Implicit Modifier magnitudes
(15 — 20) % increased Cast Speed
(10 — 15) % increased Elemental Damage per 1% Missing
Fire, Cold, or Lightning Resistance, up to a maximum of 450%
(Implicit Modifiers are those that come from an item's type, rather than its random properties)
(Missing Resistance is the amount your Resistance is below the maximum)
Arn's Anguish Cloth Belt
Requires Level 68
(15 — 25) % increased Stun and Block Recovery
+(600 — 700) to Armour
(12 — 15) % increased maximum Life
+(40 — 60) % to Fire Resistance
+1 to Maximum Endurance Charges
Modifiers to Minimum Endurance Charges instead apply to Minimum Brutal Charges
Maximum Brutal Charges is equal to Maximum Endurance Charges
Gain Brutal Charges instead of Endurance Charges
(Players have 3% chance to deal Triple Damage and 10% increased Stun Threshold per Brutal Charge)
Olesya's Delight Cloth Belt
Requires Level 68
(15 — 25) % increased Stun and Block Recovery
+(600 — 700) to Evasion Rating
+(40 — 60) % to Cold Resistance
(8 — 12) % increased Movement Speed
+1 to Maximum Frenzy Charges
Modifiers to Minimum Frenzy Charges instead apply to Minimum Affliction Charges
Maximum Affliction Charges is equal to Maximum Frenzy Charges
Gain Affliction Charges instead of Frenzy Charges
(Players have 8% more Damage with Ailments and 8% more Effect of Non-Damaging Ailments per Affliction Charge)
Graven's Secret Cloth Belt
Requires Level 68
(15 — 25) % increased Stun and Block Recovery
+(60 — 70) to maximum Energy Shield
(16 — 20) % increased maximum Mana
+(40 — 60) % to Lightning Resistance
+1 to Maximum Power Charges
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Triumvirate Authority Unset Ring
Requires Level 64
Has 1 Socket
+2 to Level of Socketed Vaal Gems
[Four random modifiers]
Triumvirate Authority Unset Ring
Requires Level 64
Has 1 Socket
+2 to Level of Socketed Vaal Gems
[Three random modifiers]
Vorana's March Runic Sabatons
Requires Level 69 , 46 Str, 46 Dex, 46 Int
Has no Sockets
Triggers Level 20 Summon Arbalists when Equipped
25 % increased Movement Speed
[3 to 5 of Arbalists Modifiers]
Stranglegasp Onyx Amulet
Requires Level 52
+(10 — 16) to all Attributes
Can have 3 additional Enchantment Modifiers
Crystallised Omniscience Onyx Amulet
Requires Level 61
+(10 — 16) to all Attributes
Modifiers to Attributes instead apply to Omniscience
+ 1 % to all Elemental Resistances per 15 Omniscience
Penetrate 1 % Elemental Resistances per 15 Omniscience
Attribute Requirements can be satisfied by (15 — 25) % of Omniscience
The Hollow-Eyed Skull Emberstone Stalker Sentinel
Requires Level 80
Empowers +(40 — 70) Enemies
When a Character Kills an Empowered Rare Monster,
they gain its Modifiers for 20 seconds
Royale Hands of the High Templar Chain Gloves
Requires Level 7 , 8 Str, 8 Int
Can be modified while Corrupted
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150 — 200) % increased Armour and Energy Shield
(7 — 12) % increased maximum Life
+(20 — 30) % to Fire and Lightning Resistances
(Loses all but 1 Implicit Modifier if this Modifier is lost)
Firesong Crimson Jewel
Requires Level 20
+(10 — 15) % to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Stormshroud Viridian Jewel
Requires Level 20
+(10 — 15) % to Lightning Resistance
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
The Balance of Terror Cobalt Jewel
Requires Level 20
+(10 — 15) % to all Elemental Resistances
[Two random modifiers]
Ancestral Vision Viridian Jewel
Requires Level 20
+(5 — 10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50 % of their Value
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Utula's Hunger Majestic Plate
Requires Level 53 , 145 Str
(60 — 100) % increased Armour
Recover (1 — 3) % of Life on Kill
(30 — 40) % increased Stun and Block Recovery
+(700 — 1000) to maximum Life if there are no Life Modifiers on other Equipped Items
(Flasks and Jewels are not Equipped)
Twist of Fate Minor Idol
Requires Level 68
2 % increased Maps found in your Maps
Your Corrupted Rare Maps are modified unpredictably when opened
Maps modified in this way have 1-3 additional random Map Modifiers
(Cannot modifiy Blighted Maps or Maps behind Voidstone sockets on the Atlas)
Meticulous Appraiser Minor Idol
Requires Level 68
2 % increased Maps found in your Maps
Modifiers to Quantity of Items found in your Maps instead apply to Rarity of Items found in your Maps at 300% of their value
Destructive Play Minor Idol
Requires Level 68
2 % increased Maps found in your Maps
The Maven casts Up the Stakes, summoning 1 to 3 additional Atlas Bosses
when Witnessing Map Bosses
The number of additional Bosses summoned is higher if there
are fewer monsters remaining in the Map
Modifiers to the Final Map Boss in each Map also apply to these summoned Bosses
Ruinous Wager Minor Idol
Requires Level 68
2 % increased Maps found in your Maps
Ultimatum Monsters in your Maps apply Ruin with their special abilities
Fail on reaching 7 Ruin
Ultimatum Monsters and Modifiers in your Maps deal (50 — 60) % less Damage
Twisted Wish Minor Idol
Requires Level 68
2 % increased Maps found in your Maps
Ultimatum Modifiers in your Maps start a Tier higher if possible
Ultimatum Encounters in your Maps get 3 % reduced Radius each Round
[3 Random Ultimatum Modifiers]
The Hallowed Monarch Faithful Helmet
Requires Level 73 , 101 Str, 101 Int
(150 — 230) % increased Armour
+(25 — 35) % to all Elemental Resistances
50 % increased Light Radius
Link Skills can target Damageable Minions
Your Linked Minions take (65 — 75) % less Damage
On Killing a Rare monster, a random Linked Minion gains its Modifiers for 60 seconds
Cowards' Wail Ezomyte Tower Shield
Requires Level 64 , 159 Str
+(30 — 40) to maximum Life
(120 — 240) % increased Armour
+(5 — 10) % Chance to Block
Totems which would be killed by Enemies become Spectral Totems for 8 seconds instead
Skills used by Spectral Totems deal (40 — 50) % less Damage
Maximum (3 — 5) Spectral Totems
Unwavering Stance
(Spectral Totems are intangible, untargetable, and undamageable, have 1 maximum Life, and cannot Taunt enemies. They are no longer counted as Summoned Totems, but modifiers that affect Totems also affect Spectral Totems)
(Cannot Evade enemy Attacks. Cannot be Stunned)
Passive /12
Acrobatics
Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value
Maximum Chance to Dodge Spell Hits is 75%
Corrupted Gaze
Mastery: Abyss
Abyss Jewels found in Abyssal Troves or dropped by Stygian Spires in your Maps have 20 % chance to be Corrupted and have 5 or 6 random Modifiers
Prove Yourself Worthy
Mastery: Ultimatum
Ultimatum Modifiers in your Maps start a Tier higher if possible
Ultimatum Rewards in your Maps have 25 % chance to be duplicated
Multiplying Modifiers
Mastery: Maps
3 % increased effect of Explicit Modifiers on your Maps per Fragment used with Map
(Fragments are non-Map items that can be used in a Map Device)
Mounting Modifiers
Mastery: Maps
2 % increased effect of Explicit Modifiers on your Maps per Explicit Modifier
Twist of Fate
Your Corrupted Rare Maps are modified unpredictably when opened
Maps modified in this way have 1-3 additional random Map Modifiers
(Cannot modifiy Blighted Maps or Maps behind Voidstone sockets on the Atlas)
Meticulous Appraiser
Mastery: Maps
Modifiers to Quantity of Items found in your Maps instead apply to Rarity of Items found in your Maps at 300% of their value
Destructive Play
The Maven casts Up the Stakes, summoning 1 to 3 additional Atlas Bosses
when Witnessing Map Bosses
The number of additional Bosses summoned is higher if there
are fewer monsters remaining in the Map
Modifiers to the Final Map Boss in each Map also apply to these summoned Bosses
Ruinous Wager
Mastery: Ultimatum
Ultimatum Monsters in your Maps apply Ruin with their special abilities
Fail on reaching 7 Ruin
Ultimatum Monsters and Modifiers in your Maps deal 50 % less Damage
Synthesised Stability
Mastery: Atlas Memories
Completing a Map Objective within a Shaped Region instead collapses a different Map within the Shaped Region
(By default, when you complete an objective in a Map within a Shaped Region it collapses, removing itself from the Region. This causes all other Maps in the Region to gain additional modifiers. In cases where the Shaped Region would become bisected, only the Region with the most connected Maps will remain)
Cryogenesis
Bloodline: Breachlord Bloodline
You gain Added Cold Damage instead of Added Damage of other types if Dexterity exceeds both other Attributes
You gain Added Lighting Damage instead of Added Damage of other types if Intelligence exceeds both other Attributes
Elemental Hit's Added Damage cannot be replaced this way
(Local Modifiers on Weapons that add damage to that Weapon do not grant you Added Damage, so are unchanged by this)
(Attributes are Strength, Dexterity, and Intelligence)
Extremely Foul
Genesis: Unique Items
Birthed Foulborn Uniques have a 20 % chance of multiple Foulborn Modifiers
Ascendancy Passive /3
Rite of Ruin
Ascendancy: Berserker
Character: Marauder
Lose 0.1 % of Life per second per Rage while you are not losing Rage
50 % increased Rage Effect
(Every Rage has an inherent effect of 1% more Attack Damage, and modifiers can add extra effects to Rage)
Tasalio, Cleansing Water
Ascendancy: Chieftain
Character: Marauder
Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50 % of their Value
Unaffected by Ignite
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Valako, Storm's Embrace
Ascendancy: Chieftain
Character: Marauder
Modifiers to Maximum Fire Resistance also apply to Maximum Cold and Lightning Resistances
Stats and Mods I The Help Panel
Stats and Mods I The Help Panel
Stats and Mods I: How Are They Calculated?
Your Path of Exile character is primarily built from a combination of passive skills, skill gems, and items. Both the passive tree and the items can seem overwhelming at first, so in this tutorial we will cover some of the basics.
The Passive Tree:
The most important thing to know is how the passive tree interacts with your character. In general, passive skills affect all the relevant stats on your character, regardless of where they come from. We call these global modifiers.
This character has been granted life from their Iron Ring, as well as from their first passive skill. They also gained life simply by levelling up.
By taking these two passive skills, this character also gains 4% and 5% increased maximum life. These add to a total of 9% increased maximum life.
The global modifier (increased maximum life) increases all sources of maximum life, and after rounding, we land on this character's final life value.
In the example above, we see that the 'increased maximum life' passives add together before they affect the character's life. Most passive skills, especially any that use the word 'increased', act this way.
'More' and 'Less':
Passives that specifically say they grant 'more' or 'less' of something are the exceptions to the above rule. These are applied after all of the increases, acting like multipliers. Unlike passives which increase something, passives which provide 'more' or 'less' of something never add together and instead each apply their multiplicative effect separately. These terms appear on Keystones in the passive skill tree, but are most commonly seen on support gems.
Global VS Local:
Item mods tend to come in two varieties: 'global mods', which act like the passive skills, and 'local mods', which affect the item itself. Compare the weapons below, and note that the magic weapon (on the right) has 'Increased Physical Damage'. You'll see that the weapon's Physical Damage is higher, and is a different colour. It is this number that is used when other modifiers, such as your passive skills, are used to calculate how much damage your attacks deal.
The same is true for increases to armour on items that naturally provide armour, or increases to evasion on items that naturally provide evasion, and so on. Some mods, such as 'Increased Attack Speed', can appear on both weapons and armour. Like the Increased Physical Damage modifier, the Increased Attack Speed on the weapon shown below is local to the weapon, and changes that specific weapon's rate of attack. The gloves shown below also have Increased Attack Speed, but they affect any weapon you are holding and use the Attacks Per Second value displayed on the weapon to calculate how quickly you attack.
The attack speed mod on these gloves is a global modifier, so it adds together with other global increases to attack speed, including those on your passive tree. As a general rule (though there are occasional exceptions), if the values in the top section of an item are different to the normal basetype, they are benefitting from local modifiers. If a modifier on an item doesn't seem to be affecting anything in the top section, then it is global. See if you can work out which mods are local and which mods are global in the image below.
The Full Scale Armour has one local mod (increased Armour and Evasion) and one global mod (Lightning Resistance). The Steel Gauntlets also have one local mod (increased Armour) and one global mod (increased Attack Speed). The Sharktooth Claw's increased Attack Speed mod is local, and so is the implicit (life gained on hit).
Stats and Mods II The Help Panel
Stats and Mods II The Help Panel
Stats and Mods II: What to Look Out For
Character builds in Path of Exile are extremely varied, and which items and passives are important to a character is highly dependent on what that character is trying to achieve, but there are some things almost everyone should look out for.
Because of the properties of Fireball, this staff increases Fireball's damage by 66%.
Dealing Damage:
Unless you're in a coordinated group, every character needs a way to kill monsters. Figure out how you plan to deliver damage and look for items that amplify that. If you plan to shoot arrows at monsters from afar, a high-damage bow, as well as passive skills that benefit your chosen weapon, are a must. If you plan to cast spells, look for weapons with 'increased Spell Damage'. If you're strictly dealing fire damage, look for things that boost your fire damage. A fire spell like Fireball benefits from increases to fire, spell, and projectile damage. A character who wants to smash things with a one-handed mace should look for modifiers to one-handed weapons, maces, attacks and melee attacks specifically.
Weapon-specific passives are often stronger than more generalised passives, but you lose some flexibility in which items you can use.
Staying Alive:
You can't kill monsters if you're dead, so you should also carefully consider your defences. Most characters will want some armour, energy shield or evasion, or some combination of the three. Sources of life and increases to it are a great way to extend your lifespan, but you'll also want to seek out ways to mitigate the damage before it ever touches your life pool. Fire damage, such as the fire from a cannibal's thrown torch, can be mitigated by sources of 'Fire Resistance'. Merveil's spells deal cold damage, so 'Cold Resistance' is very useful against her. If a certain spell or attack deals significantly more damage to you than anything else, it might be of an element that you don't have much resistance to. If you're ever unsure where you spend your next passive point, it's almost always worth investing in a relevant defence.
Not too shabby! As you progress, you'll be able to fill some gaps using the crafting benches given to you by characters called Masters.
Community Wiki
Edit
Modifiers
Modifiers generally change various aspects of the entity they are affecting. Most commonly modifiers apply Stats, however they can also apply buffs or grant skills and can often be found on items, monsters, strongboxes or areas.
A modifier should be seen as an instance of change applied to an entity. A basic modifier does nothing on its own, it is given the effect by the associated Stats (and their values), buffs and skills.
Mechanics overview
A modifier applies statistics, a buff or grants a skill to an entity. Modifiers are specific to items, monsters, strongboxes or areas.
Since not all statistics have a visible text, it is possible that some effects are granted by the modifier but are not visible to the player. On the wiki, some of these effects have a custom text specific to the wiki and are noted with (HIDDEN) in the description. In particular area and monster effects may be hidden from the player.
Modifiers can either be innately applied (as "implicit" modifier) to entities, be granted under specific conditions or randomly generated.
Some specific circumstances like the rarity of a monster, being touched or possessed by a Tormented Spirit, etc can also apply modifiers innately without them being randomly generated.
Modifier generation is gated by specific conditions that govern if and how likely a modifier is going to appear:
* Mod domain governs the type of entity the modifier is going to appear and may confer some specific rules (such as the number of affixes).
* mod generation type determines how the modifier is generated, for example whether it's a prefix, suffix, corrupted or always applied (like on unique items)
* Mod level governs the minimum required level of the entity for a modifier to appear (i.e. the item level, monster level, area level), and for items only raises the item's level requirement to 80% of it's value
* Mod group (mod family) prevents other modifiers from the same family to be randomly generated on the same entity
* Tags in conjunction with weights are used to further restrict the types of modifiers that can appear and set the relative chance to be randomly applied. (for example, shaper and elder get a corresponding tag)
The values of stats include a minimum and maximum value, which is most commonly used on items - the actual value of the stat in the cases where minimum and maximum are not the same will be randomized within with equal chances, so for example a Stat with a minimum value of 1 and a maximum value of 3, can either be 1, 2 or 3 at 1/3 chance for each value.
If a buff is specified, Modifiers also include a value for the buff, but unlike for Stats it is not randomized and fixed.
If a skill is specified, the specified skill (at the specified level) will be granted to the relevant entity. The modifier does not include values for the skill other then the level as they're defined by the skill itself. Often this is found on items, where they grant skills, such as The Whispering Ice unique item.
Terminology
In general modifiers are referred to as such, however there are many special cases of modifiers that correspond to specific sets and Modifiers#Conditions :
Term Explanation
Implicit * Any innate modifier of an entity. Most commonly used in reference to items.
* On items, this is the effect above the line separating modifiers. They can also be replaced via certain effects such as corruption.
Explicit * Any generated modifier of an entity that has a non-normal rarity (i.e. Magic , Rare or Unique ).
* May be randomized (such as prefixes, suffixes) or fixed (e.x. on unique items).
Prefix * Refers to the "Prefix" generation type.
* On magic entities, these will have a name visible before the name of the entity itself. For example, Vicious on a Broad Sword will show as Vicious Broad Sword .
Suffix * Refers to the "Suffix" generation type.
* On magic entities, these will have a name visible after the name of the entity itself. For example, of the Lynx on a Broad Sword will show as Broad Sword of the Lynx .
Corruption * Refers to the "corrupted" generation type.
* Corruptions replace implicit modifiers. Vaal Orb is most commonly used to generate corrupted. See Corrupted for a list of modifiers for additional methods of obtaining.
Enchantment * Refers to the "enchantment" generation type
* Enchantments use their own modifier slot to the item and will not replace implicit modifiers. Gloves, boots, helmets and belts can have Labyrinth enchantments, which can be acquired from the Labyrinth. Rings, amulets, and Blight uniques can be Anointed to add an enchantment. Weapons and body armour can have enchantments from Harvest craft.
* Refers to Crusader Influenced items, which have the "crusader" tag corresponding to the item class.
Crusader * Crusader items have an electric outline and a symbol next to the item's name.
* Crusader prefixes are named "Crusader's" and suffixes "of the Crusade".
* Refers to Hunter Influenced items, which have the "basilisk" tag corresponding to the item class.
Hunter * Hunter items have a poisonous outline and a symbol next to the item's name.
* Hunter prefixes are named "Hunter's" and suffixes "of the Hunt".
* Refers to Redeemer Influenced items, which have the "eyrie" tag corresponding to the item class.
Redeemer * Redeemer items have a sparkly outline and a symbol next to the item's name.
* Redeemer prefixes are named "Redeemer's" and suffixes "of Redemption".
* Refers to Warlord Influenced items, which have the "adjudicator" tag corresponding to the item class.
Warlord * Warlord items have a blazing outline and a symbol next to the item's name.
* Warlord prefixes are named "Warlord's" and suffixes "of the Conquest".
* Refers to Elder Influenced items, which have the "elder" tag corresponding to the item class.
Elder * Elder items have a tentacle background and a symbol next to the item's name.
* Elder prefixes are named "Eldritch" and suffixes "of the Elder".
* Refers to Shaper Influenced items, which have the "shaper" tag corresponding to the item class.
Shaper * Shaper items have a cosmic background and a symbol next to the item's name.
* Elder prefixes are named "The Shaper's" and suffixes "of Shaping".
Delve * Refers to the "delve" generation type from crafting with resonators
* Delve prefixes are named "Subterranean" and suffixes "of the Underground".
* Refers to Veiled mods, which are most commonly found in items that drop from the Immortal Syndicate.
Veiled * Veiled items have a symbol next to the item's name.
* Veiled prefixes are named "Chosen" and suffixes "of the Order". Veiled affixes exclusive to certain Syndicate members are named after the agent (Ex. Jorgin's , of Hillock )
* Refers to Fractured versions of base items. Fractured items have up to three permanently fixed mods that cannot be modified.
Fractured * Fractured items have a foggy bluish glow and a symbol next to the item's name.
* Fractured items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.
* Refers to Synthesised versions of base items.
Synthesised * Synthesised have different implicit modifiers from the original base item, up to three.Synthesised items have a shimmering glow and a symbol next to the item's name.
* Non-unique Synthesised items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest. items were exclusive to the Synthesis league. They can be found in other challenge leagues content like Heist and Harvest.
* Refers to modifiers that grant two or more different statistics of lesser magnitude than "pure" modifiers.
Hybrid * For example, generally these refer to modifiers such as #% increased Physical Damage, +# to Accuracy Rating ".
* Please note that while technically correct, modifiers Adds # to # Damage modifiers are not considered hybrid .
* Refers to modifiers that grant local statistics.
Local * In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.
* Please note that modifiers themselves are never local. Only statistics can be local.
* Refers to modifiers that grant global statistics.
Global * In general, statistics that appear on an item naturally are local while all others are global. Conditional statistics are also global.
* Please note that modifiers themselves are **never global**. Only statistics can be global.
Types of modifiers
Implicit modifiers
Implicit modifiersalways spawn on entities before the addition or change of additional modifiers (for example by changing the rarity).
On monsters, implicit modifiers can be very commonly found. For example, some monsters are granted damage conversion which converts their inherent damage to that of another element. However, on unique monsters and bosses implicits are most notable - for example most bosses are granted a boost to their item rarity and item quantity as well as other bonuses such as on Atziri.
On items, visible implicit modifiers are most commonly found on:
* Rings
* Amulets
* Belts
* Quivers
* Most weapons
* Shields
* Specific Body Armours (Astral Plate, Assassin's Garb, Occultist's Vestment, and Carnal Armour.)
Shields and body armour also commonly have a hidden movement speed penalty modifier.
Unlike the implicit modifiers on monsters, the implicit modifiers on equipment can be by altered in various ways:
* Blessed Orb - rerolls the range of the stats found on the implicit modifiers.
* Vaal Orb- Corruption can add or replace an implicit modifier depending on the item type.
* Using a Resonator with a Gilded Fossilwill add an Item sells for much more to vendors implicit to the item. This does not overwrite or affect the item's current implicit modifier.
* Certain Harvest crafting options allows you to set a new implicit modifier on jewels.
Certain unique items also have special interactions with implicits:
* Greatwolf Talisman- has two randomly chosen talisman implicits.
Enchantments
Enchantments are similar to implicit modifiers, but are granted to the item by specific means. Enchantments have their own mod slot on items and do not use the implicit mod slot. Most items can have up to one enchantment at a time. Any level of rarity, even unique items, can be enchanted. Mirrored or corrupted items cannot receive an enchantment. They are always fixed values, so
Blessed Orbs have no effect on them. Applying an enchantment on an already enchanted item replaces the old enchantment with the new one. This does not include maps, they can only be enchanted once.
* Using an Instilling Orb on a flask adds an enchantment which causes the flask to be automatically used when a certain condition is met.
* Labyrinth Enchantments are obtained from the Divine Font at the end of the Labyrinth. Gloves, Boots, and Helmets can receive Labyrinth enchantments. Belts could also be given enchantments in the Eternal Labyrinth of Potential.
* Rings, Amulets, and certain Blight league uniques can be Anointed with Oils to give it an enchantment.
* Cluster Jewels have two (for legacy bases) or three enchantments: One that determines what stat the small passives gives (which determine what mods the jewel can roll), one that determines how many passive skills are in the cluster, and one that determines how many jewel sockets it has (for Large and Medium Cluster Jewels).
* Certain Harvest crafting options allows you to add enchantments to weapons, body armours, maps and flasks. Read Wild Brambleback Bulb, Primal Cystcaller Bulb, Vivid Nestback Grain and Vivid Striketail Grain for details.
* Weapons and body armour with enchantments are possible rewards in Grand Heists. The enchantments can be added by using Tailoring Orb or Tempering Orb which drops from Heist league.
* Jewels with enchantments can be found in Heists. The enchantment modifiers pool apparently the same as Harvest jewel implicit.
Explicit modifiers
Explicit modifiers are generally dynamically generated by changing the rarity of the entity or by other modification.
The number of affixes given by rarity depends on the rarity class:
* Magic - random modifiers based on conditions: (0 to 1) prefix and (0 to 1) suffix
* Rare - random modifiers based on conditions: (1 to 3) prefixes and (1 to 3) suffixes (but always at least 3) with the exception of jewels which can only have (1 to 2) prefixes and (1 to 2) suffixes
* Unique - non-random, fixed modifiers based on the unique entity
Monsters have additional means of receiving modifiers:
* Magic packs of monsters may receive a Bloodlines modifier
* Rare monsters may receive a Nemesis modifier
* Normal and Magic monsters may be touched by a Tormented Spirit, giving a Torment 'Touch' modifier
* Rare and Unique monsters may be possessed by a Tormented Spirit, giving a Torment 'Possession' modifier
* Picking up a Talisman gives monsters a Talisman modifier
* Rare Beasts, which are found in Einhar missions, can have one or two Bestiary mods.
On items, modifiers can be changed by spending currency:
* Divine Orb rerolls the value of any stats on explicit modifiers on the item
* Orb of Scouring, Orb of Transmutation, Orb of Alchemy, Orb of Chance, Regal Orb, and Ancient Orb may be used to alter the rarity of an item (adding/removing mods in the process)
+ Orb of Horizons and Harbinger's Orb will give the newly created map different modifiers.
* Orb of Alteration and Chaos Orb may be used to re-roll the modifiers on Magic and Rare items respectively
* Orb of Augmentation and Exalted Orb may be used to add a random modifier on Magic and Rare items respectively
* Vaal Orb has a chance to change the rarity or create maps with 8 Modifiers
* Orb of Annulment removes a random modifier from an item
Areas may receive modifiers depending on how they were created unlike items, monsters or strongboxes:
* Corrupted areas as they have the 'secret_area' tag will receive (0 to 1) prefixes and (0 to 1) suffixes that satisfy that tag
* Areas created with Map items receive the modifiers on the map they were created with
* Areas created through a Map device may receive mods from placing map fragments in the device
* The current league(s) or other server-wide effects (from races for example)
* With Tempest active in the area, the area may receive a tempest modifier
Conditions
Modifiers usually include conditions which are used to determine how they appear. These are generally used to govern the creation of explicit modifiers on entities.
Mod Domain
The mod generation determines what entity the mod applies to. The domains are primarily reverse engineered, as detailed information has been removed from the game files.
Id Type Description
1 Item The mod is generated on items (but not jewels or flasks)
2 Flask The mod is generated on flasks
3 Monster The mod is generated on monsters
4 Chest The mod is generated on Chests (i.e. Strongboxes)
5 Area The mod is generated on maps and vaal side areas
6 Unknown
7 Unknown
8 Unknown
9 Crafted The mod is generated by crafting bench through bench crafting, including unlocked veiled modifier
10 Jewel The mod is generated on jewels
11 Atlas The mod is generated by Cartographer's Sextants.
12 Leaguestone The mod is generated by leaguestones.
13 Abyss Jewel The mod is generated by abyss jewels.
14 Map Device
16 Delve Fossil The mod is generated by Fossils (with some are disabled; read version 3.10.0 patch note).
17 Delve Area The mod is generated on Azurite Mine areas
18 Synthesis Area
19 Synthesis Area (Global) The mod is generated on Synthesis unique map, due to the map item mod Map has # additional Synthesis Global Modifiers
20 Synthesis
21 Cluster Jewel The mod is generated on Cluster Jewels
22 Heist Area The mod is generated on Contract and Blueprint
23 Heist Gear The mod is generated on Heist NPC gear
24 Trinket The mod is generated on Thief's Trinket
25
26 unveiled modifier The mod is generated on item that drops from Immortal Syndicate and unveiled by Jun
Mod Generation Type
The mod generation determines "how" the mod will be created on an item. The generation types are primarily reverse engineered, as detailed information has been removed from the game files.
Id Type Description
1 Prefix The mod is generated as prefix, for example Item Prefix.
2 Suffix The mod is generated as suffix, for example Item Suffix.
3 Unique The mod is "unique" - it is given directly to the relevant entity and not generated normally. For example, the mods on unique items and implicit modifiers have this property.
4 Nemesis The mod is a Nemesis mod.
5 Corrupted The mod is a Corrupted mod and is given to the item upon corruption.
6 Bloodlines The mod is a Bloodlines mod.
7 Torment The mod is a Torment mod.
8 Tempest The mod is a Tempest mod.
9 Talisman The mod is a Talisman monster mod.
10 Enchantment The mod is a mod granted by Enchantment.
11 Essence The mod is a mod granted by Essences.
13 Bestiary
14 Delve Used for delve areas
15 Synthesis
16 Synthesis
17 Synthesis
Mod Level
The required level of the relevant entity. For example, this can be the required item level or a monster level.
However, there are cases where this is not respected: in particular this is the case for any mods that are directly given to other entities, such as implicit mods including enchantments or monsters with innate mods.
The mod level is also a factor in calculating the level requirement of items; raising the level requirement up to 80% requirement of the mod (with the requirement rounded down to the nearest whole integer). In particular this is the case for mods on unique items and for enchantments
For example, Seven-League Step normally has a level requirement of 1, however putting the 0.5% of Damage Leeched as Life if you've Killed Recently enchantment from the 3rd labyrinth on it, will increase the level requirement to .
Mod Group
Mods have a single group associated with them. Only one mod from a group can appear at a time, as such all mods in specific group are mutually exclusive.
This system is used to group various types of modifiers together and to prevent the same modifiers to appear on items.
For example, on items this is used a lot for the prefix and suffix generation to create those group of modifiers that modify only a single or two stats. Together with the item level requirements, this creates the "tiered" system of modifiers.
This system was called "mod family" by the GGG, but has been referred to as mod group by the community.
Tags
Mods use the internal Tag system to determine on which entities they can appear and how likely they are to appear on entities. Tags are classified as spawn weight tag and mod tag:
Spawn weight tag
Spawn weight tag primarily functions like this:
* Find the Tags on the basetype.
* Match the Tags against the mod's list of tags.
* For the found mods get the associated spawn weighting of the tag.
* If the spawn weighting is zero, discard the mod, otherwise use it.
* If multiple tags apply, the left-most tags are most important, where the right most tags are the least.
So, for example:
* Glorious Plate has the tags str_armour • body_armour • armour • default.
* Assassin's Garb has the tags dex_armour • body_armour • armour • default.
* The mod Impregnable has the spawn weights str_armour 1000、 default 0 .
* Result for Glorious Plate: The mod can spawn because it has the tag str_armour and a positive spawn weight.
* Result for Assassin's Garb: The mod can not spawn because only default matches and its spawn weight is 0.
Mod tag
Mods are tagged with mod tag such as "attack", "caster", "elemental", "damage", "curse", "gem", "cold", "fire" and "lightning" etc. Some mod did not have any tag. Those tag can interact with Catalyst and Fossil, , Harvest crafting and several enchantments.
Currency such as Exalted Orb, as well as beastcrafting recipes "add affix, remove affix", interact with item which has metamod of Spellcraft - Cannot roll Attack Modifiers (Suffix) or of Weaponcraft - Cannot roll Caster Modifiers (Suffix). Which Exalted Orb would not add mod to the item with attack mod tag ( of Spellcraft ) or caster mod tag (of Weaponcraft). However, essence, Awakener's Orb ignore aforementioned metamod.
The Catalyst will increase the value of mod that matching the catalyst used. For example, Imbued Catalyst will add quality to the item which the quality will increase the numeric value of caster mod. It also increase the likelihood to add caster mod to the item if using the currency, and consume the quality depends on which currency is used.
Fossil multiply the spawn weight of mod that matching the fossil, For example, Corroded Fossil multiply the spawn weight of mod that have "physical and Ailment" or "Chaos and Ailment" tags by 10, and multiply the spawn weight of the mod with "elemental" tag by 0.
Some enchantments, such as (5–8)% increased maximum Life on body armor, will affect the mod with "life" mod tag.
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