Bahast Wiki

Unique items

35 records. Search or open the interactive table for the complete data set.

Twice-Told NeedleTwice-Told NeedleSuccessful primary-target Attack hits alternate between First Word and Last Word. Every Last Word hit deals additional Physical damage. Misses and secondary hits do not advance the sequence.Ashmouth BandAshmouth BandConverts Physical Damage to Fire Damage through the ordinary global conversion layer. Damage cannot be converted more than once.Debtkeeper's WrapsDebtkeeper's WrapsWhenever a skill actually spends Mana, restore Barrier based on Mana spent, capped at 6% of Maximum Barrier per skill use.The Coward's AnswerThe Coward's AnswerA successful Dodge primes the next block-eligible Physical hit received within four seconds to Block automatically. Six-second internal cooldown; elemental Spell Block is not affected.Pale BellPale BellMana Regeneration is zero. Resolved Life Regeneration also restores Mana, including while Life is full, while continuing to restore Life normally.Winter's DueWinter's DueA Critical primary-target Attack against a Frostbitten enemy removes the old Frostbite and immediately deals Cold damage equal to 75-100% of that instance's remaining damage. The detonation cannot Crit or apply ailments; the triggering Critical applies its new guaranteed Frostbite normally.TomorrowstepTomorrowstepA successful Dodge reduces every active skill cooldown, at most once every two seconds.The Red LedgerThe Red LedgerSkills pay 30% of their Mana cost with Life when the payment cannot reduce Life below 50% of Maximum Life. A skill that pays Life this way deals more hit and ailment damage.Glass PrayerGlass PrayerA successful Spell Block restores Barrier based on damage prevented by that Block, capped at 10% of Maximum Barrier per hit.CinderwakeCinderwakeA successful Block or Spell Block with a Shield equipped stores Cinder for four seconds. The next successful primary-target Attack consumes it and adds Fire damage based on the Shield's total base ratings. A new Block refreshes rather than stacks Cinder.ManyfangManyfangSuccessful primary-target Attacks rotate Fire, Cold, Lightning, then Wind. Each hit gains 20-30% of pre-conversion Physical damage as extra damage of the current element and then advances the persisted rotation. Secondary Area hits use that action's element but cannot advance it.Borrowed SkinBorrowed SkinConverts Maximum Life into Maximum Barrier. While Barrier is not full, resolved Life Regeneration restores Barrier instead of Life; once Barrier is full, it restores Life normally.Storm's RespiteStorm's RespiteOnce every four seconds, a primary-target hit that leaves the enemy both Frostbitten and Shocked reduces every active skill cooldown and restores Maximum Mana without consuming either ailment. If Mana is full and no cooldown can benefit, the effect remains armed.Concord of FourConcord of FourA successful elemental Spell hit records its dominant pre-mitigation element for six seconds. A later elemental Spell hit with a different dominant element consumes the record and deals more damage. Ties resolve Fire, Cold, Lightning, then Wind.The Unanswered HourThe Unanswered HourAn attuned skill deals more damage after a different attuned base identity. Repeating the same identity costs more Mana and gets no bonus. Basic Attack neither records nor breaks the sequence.Halfway to HeavenHalfway to HeavenResolved Physical Block Chance also grants Spell Block Chance, capped at 75%. Successful Physical and Spell Blocks reduce damage by 35% instead of 50%.The Still PointThe Still PointA successful skill-tagged Attack primes the next Spell within four seconds for more damage and less Mana cost; a successful Spell grants the mirrored bonus. Basic Attack does not grant or consume either state.The Last RationThe Last RationBefore direct-hit Life damage would reduce Life below 25%, spend up to 60% of current Mana to prevent Life damage, capped at 20% Maximum Life. Twelve-second internal cooldown; damage over time cannot trigger it.Tomorrow's WoundTomorrow's WoundDelays post-mitigation direct-hit damage that would reach Life and deals it as equal unavoidable Life loss over four seconds. Multiple delayed packages coexist independently.Prismatic CovenantPrismatic CovenantElemental Spell hit damage is split evenly among Fire, Cold, Lightning, and Wind after conversion. The highest element-specific increased Damage applies to every portion at reduced effectiveness; the other three are ignored. Generic Elemental and Spell modifiers apply normally.Clergyman's ReproachClergyman's ReproachCritical strikes are exceptionally brutal and have a slight chance to restore a portion of missing Life.Quarrylord's CarapaceQuarrylord's CarapaceConverts part of Armor to Barrier. Breaking Barrier grants Block briefly while a shield is equipped.Glorybound GirdleGlorybound GirdlePrimary-target hits build Glory, increasing attack speed and Physical damage until the fight ends.Crown of the High PassCrown of the High PassSuccessful primary-target hits grant Overgrowth at most once every 0.5 seconds, up to five. Direct hits remove all stacks.Rootwoven HideRootwoven HideConverts 30% of this item's Dodge to Armor and 50% of Character Life regeneration to Barrier regeneration.Briar-Crowned LongbowBriar-Crowned LongbowEvery fifth successful primary-target hit becomes fully Wind damage and deals 100% additional damage.Cinderlock AegisCinderlock AegisBlocked hits build Furnace Pressure. At five stacks, the next Fire hit expends them for a powerful eruption.Oathforged PlateOathforged PlateA portion of Armor also mitigates Fire hits.Founders' ChainFounders' ChainWhen Barrier breaks, gain Oathfire: increased Fire damage and faster Barrier recovery for a short duration.Storm-Eater's FangStorm-Eater's FangPrimary Lightning hits build Conductive. The hit after six stacks consumes them and repeats 100% of its damage as Lightning.Stormglass MoltStormglass MoltGain Spell Block equal to 20% of uncapped Lightning Resistance above 75%, up to 15 percentage points.Grounding CoilGrounding CoilA successful Spell Block grants Spent Current for four seconds: less Lightning damage taken and reduced action speed. Eight-second cooldown.Axiom of the Self-ExaltedAxiom of the Self-ExaltedSuccessful primary Spell hits record their dominant Fire, Cold, or Wind element for six seconds. Recording all three arms the next successful primary Spell hit to deal 75% more hit and ailment damage. The completing hit cannot consume the effect.The Last VesselThe Last VesselConverts 25% of incoming Physical hit damage to Cold before mitigation. Converted Cold cannot inflict Frostbite.Amalgam GraspAmalgam GraspSuccessful primary Attacks against Frostbitten enemies gain 15% of pre-conversion Physical damage as extra Cold damage.