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Unique items

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

Twice-Told NeedleTwice-Told NeedleYour primary Attack hits alternate between First Word and Last Word. Last Word deals additional Physical Damage. Misses and secondary hits do not change the order.Ashmouth BandAshmouth BandConverts Physical Damage to Fire Damage. Damage cannot be converted more than once.Debtkeeper's WrapsDebtkeeper's WrapsWhen a Skill spends Mana, part of that Mana is restored as Barrier, up to 6% of Maximum Barrier per use.The Coward's AnswerThe Coward's AnswerAfter you Dodge, the next Physical hit you could Block within 4 seconds is Blocked automatically. This can happen once every 6 seconds and does not affect Spell Block.Pale BellPale BellYou cannot regenerate Mana normally. Your Life Regeneration also restores Mana, even while Life is full.Winter's DueWinter's DueCritical primary Attacks against Frostbitten enemies detonate the old Frostbite as Cold Damage. The detonation cannot Crit or inflict ailments, and the Critical hit applies a new Frostbite.TomorrowstepTomorrowstepDodging reduces every active Skill cooldown. This can happen once every 2 seconds.The Red LedgerThe Red LedgerSkills can pay 30% of their Mana Cost with Life, but never below 50% of Maximum Life. Skills that pay Life deal more Hit and Ailment Damage.Glass PrayerGlass PrayerSpell Blocks restore Barrier based on the Damage prevented, up to 10% of Maximum Barrier per hit.CinderwakeCinderwakeBlocking with a Shield stores Cinder for 4 seconds. Your next primary Attack consumes it to add Fire Damage based on the Shield's Armor, Dodge, and Barrier. Blocking again refreshes Cinder.ManyfangManyfangYour primary Attacks cycle through Fire, Cold, Lightning, and Wind, gaining part of their Physical Damage as extra Damage of the current element. Secondary Area hits use the same element without advancing the cycle.Borrowed SkinBorrowed SkinConverts part of Maximum Life to Maximum Barrier. Until Barrier is full, Life Regeneration restores Barrier instead of Life.Storm's RespiteStorm's RespiteWhen a primary hit leaves an enemy Frostbitten and Shocked, it reduces every active Skill cooldown and restores Mana without removing either ailment. This can happen once every 4 seconds and waits until at least one benefit would help.Concord of FourConcord of FourElemental Spells remember which element dealt the most Damage for 6 seconds. Use a Spell with a different strongest element to gain more Damage. Ties favor Fire, then Cold, Lightning, and Wind.The Unanswered HourThe Unanswered HourBasic Attacks don't count toward the sequence.Halfway to HeavenHalfway to HeavenPart of your Physical Block Chance also becomes Spell Block Chance, up to 75%. All Blocks prevent 35% of Damage instead of 50%.The Still PointThe Still PointAfter an Attack hits, your next Spell within 4 seconds deals more Damage and costs less Mana. After a Spell hits, your next Attack gains the same bonuses. Basic Attacks do not affect the sequence.The Last RationThe Last RationIf a direct hit would drop you below 25% Life, spend up to 60% of current Mana to prevent some of that Damage, up to 20% of Maximum Life. This can happen once every 12 seconds. Damage over time cannot trigger it.Tomorrow's WoundTomorrow's WoundPart of the Damage from direct hits to Life is spread evenly over 4 seconds and cannot be avoided. Each delayed hit is tracked separately.Prismatic CovenantPrismatic CovenantElemental Spell hits split their Damage evenly among Fire, Cold, Lightning, and Wind. Your highest element-specific Damage bonus applies to every portion at reduced strength; the other three are ignored. Elemental and Spell bonuses still apply normally.Rustbitten OathRustbitten OathAttacks deal more Damage while your Life is at least 90% of Maximum Life.HearthsplitterHearthsplitterHits gain part of their Physical Damage as extra Fire Damage. The Physical Damage is kept.Lantern of the Lost RoadLantern of the Lost RoadSkill cooldowns recover faster.Ploughman's GreavesPloughman's GreavesTake less Physical Damage from hits while your Life is at least 50% of Maximum Life.Twinned CoilTwinned CoilLightning and Wind Skills deal more Damage.First SnowFirst SnowYour primary Spell hits against Frostbitten enemies deal more Damage.Butcher's ArithmeticButcher's ArithmeticYour primary Attack hits against Bleeding enemies deal more Damage.Gorehound LegwrapsGorehound LegwrapsBleed Skills deal more Damage and recover faster.Verdict of AshVerdict of AshJudgment Skills deal more Damage, but cost 20% more Mana.Stormbreak HelmStormbreak HelmYour primary Lightning Skill hits against Shocked enemies deal more Damage.FeatherfallFeatherfallWind Projectile Skills deal more Damage. Projectile Skills recover faster.Mason's Last StoneMason's Last StoneHeavy Skills deal more Damage, but their cooldowns recover 15% slower.Warden's UndertowWarden's UndertowGuard Skills deal more Damage and recover faster.Veil of the Second VigilVeil of the Second VigilWard Skills recover faster. While you have Barrier, take less Damage from hits.Headsman's RestHeadsman's RestYour primary hits against enemies below 30% Life deal more Damage.Static ChoirStatic ChoirLightning Skills recover faster, but you take 10% more Lightning Damage from hits.Whetstone PsalmWhetstone PsalmYour Critical primary Attack hits deal more Damage.Sirocco SashSirocco SashWind Skills deal more Damage and recover faster.Strider's DebtStrider's DebtYour primary Attack hits against Frayed enemies deal more Damage.Ironbound CovenantIronbound CovenantPhysical Attack Skills deal more Damage. While wielding a two-handed weapon, take less Physical Damage from hits.Pyre of Small MerciesPyre of Small MerciesYour primary Fire Skill hits against Ignited enemies deal more Damage.The Long Winter's CountThe Long Winter's CountCold Skills recover faster. Your primary Cold Skill hits against Frostbitten enemies deal more Damage.Siegebreaker's PromiseSiegebreaker's PromisePrimary Heavy Skill hits grant Momentum, up to 5 stacks and no more than once every 0.5 seconds. Each stack makes Heavy Skills deal more Damage. Taking a direct hit removes all Momentum.Seraph's RebukeSeraph's RebukeGuard and Judgment Skills deal more Damage. Take less Fire and Lightning Damage from hits.Kingmaker's SignetKingmaker's SignetSkills deal more Damage while your Life is at least 80% of Maximum Life, but you take 10% more Damage from hits.Carrion CrownCarrion CrownYour primary Attack hits against Bleeding enemies deal more Damage.Throne-SplitterThrone-SplitterYour primary hits against enemies below 30% Life deal more Damage. Your Critical primary Attack hits deal more Damage.Tempest WeaveTempest WeaveLightning and Wind Spells deal more Damage and cost less Mana.Oathkeeper's TassetsOathkeeper's TassetsGuard Skills recover faster. While you have a Shield equipped, take less Damage from hits.Ember TitheEmber TitheFire Skills deal more Damage, but cost 25% more Mana.Huntmaster's PatienceHuntmaster's PatienceYour primary Projectile Skill hits against enemies at 80% Life or more deal more Damage.Drowned BellDrowned BellYour primary Spell hits against Shocked enemies deal more Damage.Grindstone GirdleGrindstone GirdleHeavy Skills recover faster.WorldscarWorldscarBleed Skills deal more Damage. Your primary Attack hits against Bleeding enemies deal more Damage.The Ninefold VerdictThe Ninefold VerdictJudgment Skills deal more Damage. Primary Judgment Skill hits grant Verdict, up to 9 stacks and no more than once every 0.5 seconds. Each stack makes Judgment Skills deal more Damage. Taking a direct hit removes all Verdict.Crown of the Unbroken SkyCrown of the Unbroken SkyElemental Spells deal more Damage while you have Barrier.Sunken Cathedral PlateSunken Cathedral PlateWhile you have a Shield equipped, take less Elemental Damage from hits. Guard Skills deal more Damage.The Featherless ArrowThe Featherless ArrowPrimary Projectile Skill hits grant Focus, up to 10 stacks and no more than once every 0.5 seconds. Each stack makes Projectile Skills deal more Damage. Taking a direct hit removes all Focus.QuietusQuietusYour primary hits against enemies below 25% Life deal more Damage. Your Critical primary Attack hits deal more Damage.Loom of Many WindsLoom of Many WindsWind Skills deal more Damage. Your primary hits against Frayed enemies deal more Damage.Clergyman's ReproachClergyman's ReproachCritical Strikes gain +75% Critical Multiplier. Primary hits have a 5% chance to restore 10% of your missing Life.Quarrylord's CarapaceQuarrylord's CarapaceConverts 25% of your Armor to Maximum Barrier. When Barrier breaks while using a Shield, gain +10% Block Chance for 4 seconds. This can happen once every 20 seconds.Glorybound GirdleGlorybound GirdlePrimary hits grant Glory, up to 10 stacks and no more than once every 0.5 seconds. Each stack grants 2% Attack Speed and 3% more Physical Damage for the rest of the fight.Crown of the High PassCrown of the High PassPrimary hits grant Overgrowth, up to 5 stacks and no more than once every 0.5 seconds. Each stack grants 3% more Physical and Wind Damage and restores 0.25% of Maximum Life per second. Taking a direct hit removes all stacks.Rootwoven HideRootwoven HideConverts 30% of this item's Dodge to Armor. Half of your Life Regeneration restores Barrier instead.Briar-Crowned LongbowBriar-Crowned LongbowEvery fifth primary hit deals double Damage, all as Wind.Cinderlock AegisCinderlock AegisBlocks and Spell Blocks grant Furnace Pressure, up to 5 stacks. Each stack grants 6% more Fire Damage. At 5 stacks, your next primary hit consumes them and adds its total Damage again as Fire Damage.Oathforged PlateOathforged PlateAfter Fire Resistance, 30% of your Armor also reduces Fire Damage from hits.Founders' ChainFounders' ChainWhen Barrier breaks, gain The Oath Breaks for 5 seconds: 40% more Fire Damage and 35% faster Attacks and Spells, but Barrier cannot recover. This can happen once every 10 seconds.Storm-Eater's FangStorm-Eater's FangPrimary Lightning hits grant Conductive, up to 6 stacks and no more than once every 0.5 seconds. Each stack lowers the enemy's Lightning Resistance by 2%. Your next primary Lightning hit at 6 stacks consumes them and deals its total Damage again as Lightning.Stormglass MoltStormglass MoltGain Spell Block equal to 20% of your uncapped Lightning Resistance above 75%, up to +15% Spell Block.Grounding CoilGrounding CoilSpell Blocks grant Spent Current for 4 seconds, reducing Lightning Damage taken by 20% but slowing your Attacks and Spells by 20%. This can happen once every 8 seconds.Axiom of the Self-ExaltedAxiom of the Self-ExaltedPrimary Spell hits remember whether Fire, Cold, or Wind dealt the most Damage for 6 seconds. After landing all three, your next primary Spell hit deals 75% more Hit and Ailment Damage. The hit that completes the set cannot use the bonus.The Last VesselThe Last Vessel25% of incoming Physical Hit Damage becomes Cold Damage before defenses apply. Converted Cold Damage cannot inflict Frostbite.Amalgam GraspAmalgam GraspPrimary Attacks against Frostbitten enemies gain extra Cold Damage equal to 15% of their Physical Damage before conversion.Klagmor's TalonKlagmor's TalonDodging or Attack Blocking an enemy direct hit primes your next successful primary-target Attack with this rapier within four seconds. An afterimage strikes that target 0.5 seconds later for 80–100% of that hit's damage. Two-second cooldown begins when the charge is consumed.Reefplate GreavesReefplate GreavesRestore Barrier equal to 20–30% of Physical hit damage prevented by Armor, up to 5% of Maximum Barrier per hit and once every 0.5 seconds.Convergence MedallionConvergence MedallionDeal 25–35% more hit and ailment damage to Unique monsters; take 15% more damage from them.