I have reworked every endgame Unique weapon in Path of Exile.

In this post, I intend to go through every single Unique weapon in Path of Exile that could be considered “endgame” and make them useful and build-defining, if they aren’t already. GGG has stated their desire for Rare items to always be ultimate in their power with investment, which I think is fine. But I believe there ought to be many builds where the weapon is the build’s defining feature.
I will not be reworking weapons that were reworked in the Lake of Kalandra expansion unless the weapon is still obviously weak.

A couple of core philosophies here:
1. Because of the change to Divine Orbs, Unique items with good rolls are supposed to be more valuable. In this document, I increase the roll variance for almost every single instance where there is a roll. This means that most of the weapons will be worse at their minimum roll, and significantly better at their maximum rolls.
2. There is a minimum level of damage that is acceptable for Unique weapons. If it’s lower than that, the weapon is typically not worth using, and therefore for most of the weapons that already have a good build-defining feature, I will “modernize” the weapon’s damage. I typically try to go by ear when I do this, but if you plug the numbers into Path of Building you’ll notice some patterns.

Weapons that have been changed since the original post:

Razor of the Seventh Sun
Tremor Rod
Kongor's Undying Rage
Replica Kongor's Undying Rage
Ichimonji
Soul Taker
Replica Soul Taker
Soulwrest
Nebuloch
Shimmeron
Hopeshredder
The Hidden Blade
The Gluttonous Tide
Reach of the Council
Voltaxic Rift
Piscator's Vigil

Weapons that have been added since the original post:

Tidebreaker
Doomfletch
The Rippling Thoughts
The Surging Thoughts
The Enmity Divine
The Yielding Mortality
Kingmaker



ONE-HANDED SWORDS

Spoiler

RAZOR OF THE SEVENTH SUN

Original:

Adds (90-110) to (145-170) Physical Damage
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies

New:

Adds (70-120) to (145-210) Physical Damage
50% of Physical Damage Converted to Fire Damage
25% chance to Ignite
10% more Damage with Ignite with this Weapon for each time you’ve Ignited an Enemy Recently, up to 200%
Recover 1% of Life when you Ignite an Enemy

Explanation: This weapon’s unique recovery mod allows players to get a large amount of recovery if they can ignite enemies many times per second. I changed the damage modifier to also multiply the player’s ignite damage for building into igniting enemies many times per second.



RIGWALD’S COMMAND

Original:

+10% Chance to Block Attack Damage while Dual Wielding
Adds (60-80) to (150-180) Physical Damage
+(350-400) to Accuracy Rating
+1% to Damage over Time Multiplier for Bleeding per Rage while wielding an Axe

New:

+10% Chance to Block Attack Damage while Dual Wielding
Adds (40-100) to (130-210) Physical Damage
+(250-500) to Accuracy Rating
+2% to Damage over Time Multiplier for Bleeding per Rage while wielding an Axe

Explanation: A simple alteration that should make bleed builds with a traditionally difficult setup (different weapon types) to get damage out of a bit easier to make.



BELTIMBER BLADE

Original:

(185-215)% increased Physical Damage
(15-20)% increased Attack Speed
80% increased Evasion Rating while moving
Skills fire 2 additional Projectiles if you've used a Movement Skill Recently
Far Shot

New:

(145-255)% increased Physical Damage
(10-25)% increased Attack Speed
100% increased Evasion Rating while moving
Skills fire 2 additional Projectiles if you've used a Movement Skill Recently
Far Shot
Arrow Dancing while moving

Explanation: Added Arrow Dancing since the Keystone was recently buffed and to counterpart Grelwood Shank a bit more closely. Damage increase gives it a bit more use.




GRELWOOD SHANK

Original:

(185-215)% increased Physical Damage
(15-20)% increased Attack Speed
80% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary

New:

(145-255)% increased Physical Damage
(10-25)% increased Attack Speed
100% increased Armour while stationary
Skills fire 2 additional Projectiles if you've been Hit Recently
Point Blank
Iron Reflexes while stationary

Explanation: See Beltimber Blade.



DREAMFEATHER

Original:

Adds (30-50) to (65-80) Physical Damage
(20-25)% increased Attack Speed
+(180-200) to Evasion Rating
3% increased Movement Speed
+(280-300) to Accuracy Rating
1% increased Attack Damage per 450 Evasion Rating

New:

Adds (20-55) to (75-105) Physical Damage
(15-30)% increased Attack Speed
+(180-200) to Evasion Rating
3% increased Movement Speed
+(280-300) to Accuracy Rating
1% increased Attack Damage with this Weapon per 200 Evasion Rating

Explanation: Typically, Dreamfeather builds require you to dual-wield the weapon. In my opinion, it would be cool if the build was more efficient to use an evasion shield with. Since a lot of people seem to be confused about this rework: Going from "Attack Damage" to "Attack Damage with this Weapon" means that the modifiers no longer stack if you dual-wield them.



REPLICA DREAMFEATHER

Original:

Adds (40-65) to (70-100) Physical Damage
(0-15)% increased Attack Speed
+(180-200) to Armour
3% reduced Movement Speed
+(280-300) to Accuracy Rating
1% increased Attack Damage per 450 Armour

New:

Adds (30-70) to (80-125) Physical Damage
(5-15)% increased Attack Speed
+(180-200) to Armour
3% reduced Movement Speed
+(280-300) to Accuracy Rating
1% increased Attack Damage with this Weapon per 200 Armour

Explanation: See Dreamfeather.



VARUNASTRA

Original:

(40-60)% increased Physical Damage
Adds (30-45) to (80-100) Physical Damage
+(2-3) Mana gained for each Enemy hit by Attacks
Counts as all One Handed Melee Weapon Types

New:

(150-300)% increased Physical Damage
Allocates [Random One Handed Melee Weapon Notable]
Allocates [Random One Handed Melee Weapon Notable]
Allocates [Random One Handed Melee Weapon Notable]
Counts as all One Handed Melee Weapon Types

Explanation: A lot of the difficulty of building with this weapon is which damage nodes should be taken, so I’ve made that part of making builds that use this much more interesting, combined with a more “all or nothing” physical damage roll. Note: the notables can be rerolled with a Divine Orb.



HYAON’S FURY

Original:

Adds 1 to (550-650) Lightning Damage
(7-10)% increased Attack Speed
1% increased Damage taken per Frenzy Charge
(15-20)% increased Lightning Damage per Frenzy Charge
+20 Life gained on Kill per Frenzy Charge

New:

Adds 1 to (400-800) Lightning Damage
(5-15)% increased Attack Speed
+2 Life gained for each Enemy hit by your Attacks per Frenzy Charge
Gain a Frenzy Charge if an Attack Shocks an Enemy

Explanation: Increased damage taken is never worth taking when the benefits of using the weapon are so low. Additionally, life gained on kill is rarely useful except in contexts where your recovery is likely already fine. Finally, some charge generation ties up this weapon into a proper build quite nicely.



SCAEVA

Original:

Adds (75-92) to (125-154) Physical Damage
(15-25)% increased Critical Strike Chance
0.3% of Physical Attack Damage Leeched as Life per Red Socket
+10% to Global Critical Strike Multiplier per Green Socket
0.3% of Physical Attack Damage Leeched as Mana per Blue Socket
8% increased Global Defences per White Socket
(60-80)% increased Global Critical Strike Chance when in Main Hand
+8% Chance to Block Attack Damage when in Off Hand

New:

Adds (70-100) to (120-170) Physical Damage
Strike Skills target 1 additional nearby Enemy per Red Socket
+15% to Global Critical Strike Multiplier per Green Socket
0.5% of Attack Damage Leeched as Mana per Blue Socket
15% increased Global Defenses per White Socket



PRISMATIC ECLIPSE

Original:

+8% Chance to Block Attack Damage while Dual Wielding
Adds (60-70) to (71-80) Physical Damage
25% increased Global Physical Damage with Weapons per Red Socket
12% increased Global Attack Speed per Green Socket
0.4% of Physical Attack Damage Leeched as Mana per Blue Socket
+2 to Melee Strike Range per White Socket

New: Changed Base Type from Twilight Blade to Gladius

Adds (70-100) to (120-170) Physical Damage
25% increased Area of Effect per Red Socket
20% increased Global Attack Speed per Green Socket
0.5% of Attack Damage Leeched as Life per Blue Socket
+30 to all Attributes per White Socket

Explanation: In these changes I solidify Prismatic Eclipse and Scaeva as counterparts, weapons with equal damage but different bonuses for different socket colors, each with a lot of utility.



ICHIMONJI

Original:

(80-95)% increased Physical Damage
Adds (5-10) to (13-20) Physical Damage
(20-25)% increased Attack Speed
10% increased Effect of Buffs on you
10% increased Mana Reservation Efficiency of Skills
Allies' Aura Buffs do not affect you
Your Aura Buffs do not affect allies

New:

(50-100)% increased Physical Damage
Adds (5-15) to (20-40) Physical Damage
(10-20)% increased Attack Speed
(0-25)% increased Effect of Buffs on you
(-25-25)% increased Mana Reservation Efficiency of Skills
Allies' Aura Buffs do not affect you
Your Aura Buffs do not affect allies

Explanation: Currently, Ichimonji’s identity is too weak. This rework seeks to make that identity the point of the weapon’s usage. Additionally, the possibility of reduced mana reservation efficiency has interesting implications when combined with Supreme Ego.



FATE OF THE VAAL

Original:

(180-210)% increased Physical Damage
(10-15)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (30-60)% increased Damage to Ignited Enemies
Hits with this Weapon deal (30-60)% increased Damage to Frozen Enemies
Hits with this Weapon deal (30-60)% increased Damage to Shocked Enemies

New:

(150-250)% increased Physical Damage
(10-20)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (0-100)% increased Damage to Ignited Enemies
Hits with this Weapon deal (0-100)% increased Damage to Frozen Enemies
Hits with this Weapon deal (0-100)% increased Damage to Shocked Enemies

Explanation: This weapon’s identity needs no changes, in my opinion, but its numbers should be far more variable and have the possibility of being significantly more powerful.



DARESSO’S PASSION

Original:

Adds (30-38) to (40-50) Physical Damage
Adds (30-38) to (40-50) Cold Damage
20% reduced Frenzy Charge Duration
25% chance to gain a Frenzy Charge on Kill
(60-80)% increased Damage while you have no Frenzy Charges

New:

Adds (50-75) to (80-105) Physical Damage
Gain 10% of Physical Damage as Cold Damage per Maximum Frenzy Charge
50% reduced Frenzy Charge Duration
25% chance to gain a Frenzy Charge on Kill
(25-50)% increased Damage per Maximum Frenzy Charge while you have no Frenzy Charges

Explanation: Community request. The build-defining feature of this weapon (bonuses for not having frenzy charges, a feature normally used with the Pacifism jewel) is quite interesting, so I made a rework for this weapon. Should probably have its level requirement increased somewhat.



THE RIPPLING THOUGHTS

Original:

Grants Summon Harbinger of the Arcane Skill
Trigger Level 20 Storm Cascade when you Attack
(75-90)% increased Spell Damage
(140-160)% increased Physical Damage
Adds 1 to (60-70) Lightning Damage
Adds 1 to (60-70) Lightning Damage to Spells
10% increased Area of Effect

New:

Grants Summon Harbinger of the Arcane Skill
Trigger Level 20 Storm Cascade when you Attack
(150-250)% increased Physical Damage
Adds 1 to (60-120) Lightning Damage
Battlemage

Explanation: For a hybrid Spell/Attack weapon like this, I'm surprised Battlemage wasn't added sooner.



THE SURGING THOUGHTS

Original:

Grants Summon Greater Harbinger of the Arcane Skill
Trigger Level 20 Storm Cascade when you Attack
(75-90)% increased Spell Damage
(140-160)% increased Physical Damage
Adds 1 to (60-70) Lightning Damage
Adds 1 to (60-70) Lightning Damage to Spells
10% increased Area of Effect

New:

Grants Summon Greater Harbinger of the Arcane Skill
Trigger Level 20 Storm Cascade when you Attack
(200-250)% increased Physical Damage
Adds 1 to (90-120) Lightning Damage
Battlemage

Explanation: See The Rippling Thoughts. I also had this idea that upgraded Harbinger uniques could have tighter roll variances as a part of their upgrade.





TWO-HANDED SWORDS

Spoiler

ORO’S SACRIFICE

Original:

No Physical Damage
Adds (425-475) to (550-600) Fire Damage
(10-15)% increased Attack Speed
20% chance to Ignite
10% increased Physical Damage taken
10% increased Fire Damage taken
Culling Strike against Burning Enemies
Gain a Frenzy Charge if an Attack Ignites an Enemy

New:

No Physical Damage
Adds (350-500) to (550-700) Fire Damage
(5-20)% increased Attack Speed
25% chance to Ignite
Gain a Frenzy Charge if an Attack Ignites an Enemy

Explanation:

Similar to Hyaon’s Fury, increased damage taken mods are never fun to have on a build-defining unique. Similar to that unique, I’ve greatly increased the elemental damage range as well as the attack speed range. I’ve also removed the culling strike mod to make up for the high damage possibility of the weapon’s new max rolls.



REPLICA ORO’S SACRIFICE

Original:

No Physical Damage
Adds (385-440) to (490-545) Cold Damage
(10-15)% increased Attack Speed
1% of Damage against Frozen Enemies Leeched as Life
20% chance to Freeze
10% increased Physical Damage taken
10% increased Cold Damage taken
Gain an Endurance Charge if an Attack Freezes an Enemy

New:

No Physical Damage
Adds (320-450) to (500-640) Cold Damage
(5-20)% increased Attack Speed
1% of Damage against Frozen Enemies Leeched as Life
20% chance to Freeze
Gain an Endurance Charge if an Attack Freezes an Enemy

Explanation: See Oro’s Sacrifice.



STARFORGE

Original:

(200-300)% increased Physical Damage
(5-8)% increased Attack Speed
+(90-100) to maximum Life
Your Physical Damage can Shock
20% increased Area of Effect for Attacks
Deal no Elemental Damage

New:

(150-350)% increased Physical Damage
(0-15)% increased Attack Speed
Your Physical Damage can Shock
Your Physical Damage always Shocks
10% increased Area of Effect for each Shock you have applied Recently, up to 100%
Deal no Elemental Damage

Explanation: Ever since the nerf to Starforge back in Harvest, the weapon has been in sore need of an identity. I’ve given it back some of the damage it missed, as well as a way to scale its area quite significantly, at the cost of the life it has.



VOIDFORGE

Original:

(30-60)% increased Physical Damage
(5-8)% increased Attack Speed
+(90-100) to maximum Life
Your Elemental Damage can Shock
Gain 300% of Weapon Physical Damage as Extra Damage of a random Element
20% increased Area of Effect for Attacks
Deal no Non-Elemental Damage

New:

(25-75)% increased Physical Damage
(0-15)% increased Attack Speed
Your Elemental Damage can Shock
Your Elemental Damage always Shocks
Gain 300% of Weapon Physical Damage as Extra Damage of a random Element
10% increased Area of Effect for each Shock you have applied Recently, up to 100%
Deal no Non-Elemental Damage

Explanation: See Starforge.



DOOMSOWER

Original:

Socketed Melee Gems have 15% increased Area of Effect
(30-50)% increased Physical Damage
Adds (65-75) to (100-110) Physical Damage
(6-12)% increased Attack Speed
Attack Skills gain 5% of Physical Damage as Extra Fire Damage per Socketed Red Gem
You have Vaal Pact while all Socketed Gems are Red

New:

(150-300)% increased Physical Damage
Socketed Skills gain 10% of Physical Damage as Extra Fire Damage per Socketed Red Gem

Explanation: This change simplifies its stats while making it stronger, with a clear identity. The change from “Attack Skills gain” to “Socketed Skills gain” opens up some opportunities for usage with Battlemage.



KONDO’S PRIDE

Original:

(220-250)% increased Physical Damage
0.6% of Physical Attack Damage Leeched as Life
50% increased Melee Damage against Bleeding Enemies
Cannot Leech Life from Critical Strikes
30% chance to Blind Enemies on Critical Strike
50% chance to cause Bleeding on Critical Strike

New:

(150-250)% increased Physical Damage
(15-25)% increased Attack Speed
Attacks against Blinded Enemies cause Bleeding
Increases and Reductions to Blind Effect also apply to Damage with Bleeding
Increases and Reductions to Blind Duration also apply to Bleeding Duration

Explanation: This weapon now has a clear identity – simultaneous blind and bleed scaling. The problem to solve with this weapon will be causing consistent Blinds.



HILTLESS

Original:

Socketed Gems are Supported by Level 1 Lifetap
Adds (90-115) to (230-260) Physical Damage
(40-50)% increased Critical Strike Chance
Enemies you Attack Reflect 100 Physical Damage to you
+2 to Weapon Range

New:

Socketed Gems are Supported by Level 20 Lifetap
Adds (75-125) to (215-270) Physical Damage
(30-60)% increased Critical Strike Chance
Enemies you Attack Reflect 100 Physical Damage to you
+4 to Weapon Range

Explanation: All this really needed was a buff to its Lifetap gem, and a little more damage.



EDGE OF MADNESS

Original:

+1 to Level of Socketed Active Skill Gems
(40-60)% increased Physical Damage
Adds (60-68) to (90-102) Chaos Damage
1% increased Chaos Damage per Level
Adds 1 to 2 Physical Damage to Attacks per Level

New:

100% of Physical Damage Converted to Chaos Damage
Adds 3 to 6 Physical Damage to Attacks per Level

Explanation: Instead of being a leveling unique that quickly becomes useless, it is now a weapon that starts strong and stays strong through the endgame.


ONE-HANDED AXES

Spoiler

DYADUS

Original:

Adds (255-285) to (300-330) Fire Damage in Main Hand
Adds (255-285) to (300-330) Cold Damage in Off Hand
(10-15)% increased Attack Speed
25% chance to Ignite when in Main Hand
100% increased Damage with Ignite inflicted on Chilled Enemies
Chill Enemies for 1 second on Hit with this Weapon when in Off Hand



New:

Adds (50-100) to (125-175) Physical Damage
100% of Physical Damage with this Weapon Converted to Fire Damage in Main Hand
100% of Physical Damage with this Weapon Converted to Cold Damage in Off Hand
(10-20)% increased Attack Speed
All Damage with Hits Ignite in Main Hand
Chill Enemies for 1 second on Hit with this Weapon when in Off Hand
25% more Damage with Ignite inflicted on Chilled Enemies

Explanation: The identity of this weapon is wrapped around dual-wielding with two of them, and this rework should make that much easier to build into.



RIGWALD’S SAVAGERY

Original:

Adds (50-70) to (135-165) Physical Damage
40% increased Physical Attack Damage while Dual Wielding
(10-15)% increased Attack Speed
+25 to Maximum Rage while wielding a Sword

New:

Adds (50-75) to (125-175) Physical Damage
50% increased Physical Attack Damage while Dual Wielding
(10-20)% increased Attack Speed
+25 to Maximum Rage while wielding a Sword

Explanation: A simple buff, combined with the buff to Rigwald’s Command, should make it useful.



JACK, THE AXE

Original:

Grants Level 20 Thirst for Blood Skill
(130-150)% increased Physical Damage
Adds (11-14) to (18-23) Physical Damage
25% chance to cause Bleeding on Hit
+(25-35)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon

New:

Grants Level 20 Thirst for Blood Skill
(100-300)% increased Physical Damage
25% chance to cause Bleeding on Hit
+(20-40)% to Damage over Time Multiplier for Bleeding from Hits with this Weapon

Explanation: When the weapon was buffed in Harvest, it went mostly ignored. It has quite heavy potential for a bleed build, it just needs to be pushed a little further.



ACTUM

Original:

Has no Sockets
(200-250)% increased Physical Damage
You have no Intelligence
Critical Strike Chance is (20-30)% for Hits with this Weapon

New:

Has no Sockets
(150-300)% increased Physical Damage
75% reduced Intelligence
Critical Strike Chance is (25-50)% for Hits with this Weapon

Explanation: Another weapon that just needs a little push to be useful.



SOUL TAKER

Original:

(100-140)% increased Physical Damage
Adds 10 to 20 Physical Damage
(20-25)% increased Attack Speed
+(20-25)% to Cold Resistance
Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill


New:

(120-240)% increased Physical Damage
(15-30)% increased Attack Speed
+(15-30)% to Cold Resistance
Insufficient Mana doesn't prevent your Melee Attacks
Your Physical Damage can Chill
20% increased Chill Effect per 10% of missing Unreserved maximum Mana

Explanation: Another small push in damage, and added a more build-defining unique stat.



REPLICA SOUL TAKER

Original:

(100-140)% increased Physical Damage
Adds 10 to 20 Physical Damage
(60-80)% increased Critical Strike Chance
+(20-25)% to Cold Resistance
Your Physical Damage can Freeze
Eldritch Battery

New:

(120-240)% increased Physical Damage
(40-80)% increased Critical Strike Chance
+(15-30)% to Cold Resistance
Your Physical Damage can Freeze
Eldritch Battery
20% increased Freeze Duration per 10% of missing Unreserved maximum Energy Shield

Explanation: See Soul Taker.


TWO-HANDED AXES

Spoiler

ATZIRI’S DISFAVOR

Original:

+2 to Level of Socketed Support Gems
Adds (205-220) to (250-270) Physical Damage
(12-16)% increased Attack Speed
25% chance to cause Bleeding on Hit
+2 to Weapon Range

New:

+2 to Level of Socketed Support Gems
Adds (175-275) to (300-400) Physical Damage
25% chance to cause Bleeding on Hit
+2 to Weapon Range
Bleeding you inflict deals Damage (0-50)% faster
Your Hits that cause Bleeding Leech as if dealing 500% more Damage

Explanation: Atziri really likes blood, if you accept her many divination cards as canon lore. In exchange for a lower attack speed, you get bigger hits, bleeds that deal their damage faster, and you get to leech properly on a build with usually weaker hits.



KITAVA’S FEAST

Original:

Socketed Gems are supported by Level 25 Melee Splash
(200-240)% increased Physical Damage
1% of Physical Attack Damage Leeched as Life
1% of Physical Attack Damage Leeched as Mana
Recover 5% of Life on Kill
Enemies Killed by your Hits are destroyed

New:

Socketed Gems are supported by Level (1-40) Melee Splash
(150-300)% increased Physical Damage
1% of Physical Attack Damage Leeched as Life
1% of Physical Attack Damage Leeched as Mana
Recover 5% of Life on Kill
Enemies Killed by your Hits are destroyed

Explanation: This rework intends to give Kitava’s Feast the ability to enhance strike skills more than it already does, by enhancing the upper end of both its damage and aoe via the Melee Splash support.



DEBEON’S DIRGE

Original:

Adds (310-350) to (460-500) Cold Damage
15% increased Movement Speed if you've used a Warcry Recently
150% increased Elemental Damage if you've used a Warcry Recently
Warcries Knock Back and Interrupt Enemies in a smaller Area

New:

Adds (300-360) to (440-520) Cold Damage
20% increased Movement Speed if you've used a Warcry Recently
200% increased Elemental Damage if you've used a Warcry Recently
(25-50)% increased Warcry Cooldown Recovery Rate
Warcries Knock Back and Interrupt Enemies in a smaller Area

Explanation: Increased warcry cooldown recovery rate is what this weapon really needs, as well as a number boost.



HEZMANA’S BLOODLUST

Original:

(100-125)% increased Physical Damage
Adds (7-10) to (15-25) Physical Damage
1% of Physical Attack Damage Leeched as Life
40% increased Attack Speed if you've taken a Savage Hit Recently
Attacks Cost Life instead of Mana

New:

(75-150)% increased Physical Damage
Adds (10-20) to (35-55) Physical Damage
1% of Physical Attack Damage Leeched as Life
20% increased Attack Speed per 10% of missing Unreserved maximum Life
Attacks Cost Life instead of Mana

Explanation: Savage hit bonuses are too risky to build into. Therefore, I’ve given this unique a mechanic based off of Manabond that achieves the same thing: extra attack speed when you’re hurt. The difference is that this also interacts with Petrified Blood to make for a powerful build.



UUL-NETOL’S EMBRACE

Original:

Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy
(280-320)% increased Physical Damage
(30-25)% reduced Attack Speed
Attacks have 25% chance to inflict Bleeding when Hitting Cursed Enemies

New:

Trigger Level 20 Bone Nova when you Hit a Bleeding Enemy
(250-350)% increased Physical Damage
(30-15)% reduced Attack Speed
Attacks have 25% chance to inflict Bleeding

Explanation: The requirement for an enemy to be cursed to get the extra bleeding chance just makes this weapon needlessly difficult to build into.



WINGS OF ENTROPY

Original:

(7-10)% Chance to Block Spell Damage
+(8-12)% Chance to Block Attack Damage while Dual Wielding
(60-80)% increased Physical Damage
Adds (75-100) to (165-200) Fire Damage in Main Hand
Adds (75-100) to (165-200) Chaos Damage in Off Hand
Counts as Dual Wielding

New:

(7-10)% Chance to Block Spell Damage
+(8-12)% Chance to Block Attack Damage while Dual Wielding
Adds (60-140) to (145-240) Fire Damage in Main Hand
Adds (60-140) to (145-240) Chaos Damage in Off Hand
Enemies take 1% increased Fire Damage for each Off Hand Hit inflicted Recently
Enemies take 1% increased Chaos Damage for each Main Hand Hit inflicted Recently
Counts as Dual Wielding

Explanation: This weapon has always been weak without a way to properly scale its damage. This new version allows for the weapon to ramp up in damage based on high attack speed.



REPLICA WINGS OF ENTROPY

Original:

(7-10)% Chance to Block Spell Damage
+(8-12)% Chance to Block Attack Damage while Dual Wielding
(60-80)% increased Physical Damage
Counts as Dual Wielding
+(8-10)% to Off Hand Critical Strike Chance
(50-70)% more Main Hand Attack Speed

New:

(7-10)% Chance to Block Spell Damage
+(8-12)% Chance to Block Attack Damage while Dual Wielding
(50-100)% increased Physical Damage
Counts as Dual Wielding
+(8-10)% to Off Hand Critical Strike Chance
(50-70)% more Main Hand Attack Speed

Explanation: This weapon is fine, I believe it just needs a small number boost.



SINVICTA’S METTLE

Original:

(140-152)% increased Physical Damage
(8-12)% increased Attack Speed
2% increased Area of Effect per 25 Rampage Kills
Gain a Frenzy Charge on every 50th Rampage Kill
Rampage

New:

(100-200)% increased Physical Damage
(5-15)% increased Attack Speed
2% increased Area of Effect per 10 Rampage Kills
Gain a Power, Frenzy, or Endurance Charge on every 25th Rampage Kill
Rampage

Explanation: A little extra damage, a far more significant area of effect rampup, and every kind of charge instead of just frenzies should make this weapon far more considered in clearspeed setups.



KAOM’S PRIMACY

Original:

(100-140)% increased Physical Damage
+20 Life gained on Kill
+(150-250) to Accuracy Rating
Culling Strike
Gain 1 Rage on Critical Hit with attacks, no more than once every 0.5 seconds
Gain 1% of Physical Damage as Extra Fire Damage per 1 Rage

New:

(100-200)% increased Physical Damage
+(100-300) to Accuracy Rating
Gain 1 Rage on Critical Hit with attacks, no more than once every 0.5 seconds
Gain 1% of Physical Damage as Extra Fire Damage per 1 Rage
+2 Life gained on Kill per 1 Rage

Explanation: A damage boost as well as actual scaling for its life gained on kill modifier should make this weapon useful.



NGAMAHU’S FLAME

Original:

20% chance to Trigger Level 16 Molten Burst on Melee Hit
(170-190)% increased Physical Damage
(8-12)% increased Attack Speed
60% of Physical Damage Converted to Fire Damage
Damage Penetrates 20% Fire Resistance

New:

Trigger Level 16 Molten Burst on Melee Hit, with a 0.25 second Cooldown
(150-250)% increased Physical Damage
100% of Physical Damage Converted to Fire Damage

Explanation: By increasing the base physical damage of the weapon, Molten Burst becomes stronger. By making it always trigger on hit, with a cooldown, it becomes usable for skills other than Cyclone. This makes builds that use the weapon more diverse in their skill options while also buffing every skill that uses it.



KINGMAKER

Original:

(190-240)% increased Physical Damage
(7-12)% increased Attack Speed
(30-40)% increased Critical Strike Chance
Nearby Allies have 30% increased Item Rarity
Nearby Allies have Culling Strike
Insufficient Mana doesn't prevent your Melee Attacks
Nearby Allies have +50% to Critical Strike Multiplier
Nearby Allies have +10 Fortification

New:

(125-250)% increased Physical Damage
(5-15)% increased Attack Speed
(20-40)% increased Critical Strike Chance
Insufficient Mana doesn't prevent your Melee Attacks
Nearby Allies have Transfiguration of Body
Nearby Allies have +(25-75)% to Critical Strike Multiplier
Nearby Allies have +10 Fortification

Explanation: A modernization of damage for the people who used the weapon not on an Animated Guardian, as well as giving the weapon a mechanic (transfiguration of body) similar to Heartbreaker's new mechanics.



ONE-HANDED MACES

Spoiler

NEBULOCH

Original:

Adds (45-60) to (100-120) Physical Damage
Gain (30-40)% of Physical Attack Damage as Extra Fire Damage
+4% to Chaos Resistance per Endurance Charge
1% reduced Elemental Damage taken from Hits per Endurance Charge
Adds 5 to 8 Physical Damage per Endurance Charge
+500 to Armour per Endurance Charge
200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently

New:

Adds (40-65) to (95-125) Physical Damage
Gain (25-50)% of Physical Attack Damage as Extra Fire Damage
+5% to Chaos Resistance per Endurance Charge
1% reduced Elemental Damage taken per Endurance Charge
Adds 6 to 12 Physical Damage per Endurance Charge
+500 to Armour per Endurance Charge
200 Fire Damage taken per second per Endurance Charge if you've been Hit Recently

Explanation: A small number boost to its base damage, and more significant bonuses from its charge effect.



CALLINELLUS MALLEUS

Original:

(150-200)% increased Physical Damage
Adds (5-10) to (15-23) Physical Damage
(15-25)% reduced Enemy Stun Threshold with this Weapon
Cannot Knock Enemies Back
All Attack Damage Chills when you Stun

New:

(150-250)% increased Physical Damage
Adds (5-10) to (20-30) Physical Damage
Deal 10% more Damage for each second you are stationary, up to 100%
All Attack Damage Freezes if you have not moved Recently
Cannot Knock Enemies Back

Explanation: The flavor text of the unique reads “unshifting and unshifted”. This weapon fleshes out that flavor text into an item that heavily rewards standing still. Additionally, the current version is quite out of date with its chill mod, given that all maces can chill by taking a single mastery point. The change to this new version upgrades that to freeze, providing a needed defensive bonus for standing still.


TWO-HANDED MACES

Spoiler

KONGOR’S UNDYING RAGE

Original:

Adds (43-56) to (330-400) Physical Damage
(30-40)% increased Critical Strike Chance
+(15-20)% to all Elemental Resistances
Hits can't be Evaded
Your Critical Strikes do not deal extra Damage
You gain Onslaught for 4 seconds on Critical Strike

New:

Adds (25-100) to (300-500) Physical Damage
(25-50)% increased Critical Strike Chance
Hits can't be Evaded
Your Critical Strikes do not deal extra Damage
You gain Onslaught for 4 seconds on Critical Strike
Modifiers to Critical Strike Multiplier instead apply to Onslaught Effect Multiplier at 20% of their value

Explanation: This weapon has always been awkward to use because scaling its critical strike chance to get consistent Onslaught means picking up useless critical strike multiplier modifiers. This change makes builds using this weapon much easier to make.



REPLICA KONGOR’S UNDYING RAGE

Original:

Adds (43-56) to (330-400) Physical Damage
(30-40)% increased Critical Strike Chance
+(15-20)% to all Elemental Resistances
Hits can't be Evaded
Your Critical Strikes do not deal extra Damage
Regenerate 20% of Energy Shield per second if you've dealt a Critical Strike with this weapon Recently

New:

Adds (25-100) to (300-500) Physical Damage
(25-50)% increased Critical Strike Chance
Hits can't be Evaded
Your Critical Strikes do not deal extra Damage
Regenerate 20% of Energy Shield per second if you've dealt a Critical Strike with this weapon Recently
Modifiers to Critical Strike Multiplier instead apply to Energy Shield Regeneration Rate Multiplier at 20% of their value

Explanation: See Kongor’s Undying Rage.



BRAIN RATTLER

Original:

Adds (60-80) to (270-320) Physical Damage
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
Damage Penetrates 20% Lightning Resistance
Enemies you Shock have 30% reduced Cast Speed
Enemies you Shock have 20% reduced Movement Speed

New:

Adds (50-100) to (200-400) Physical Damage
50% of Physical Damage Converted to Lightning Damage
50% chance to Shock
Hits with this Weapon Shock Enemies as though dealing 500% more Damage
Hits that inflict Shock also inflict an equivalent Chill
Damage Penetrates 20% Lightning Resistance

Explanation: A small damage boost to modernize the weapon, as well as turning its unique shock effect (reduced cast and movement speed) into an effect that makes more sense (reduced action speed) and also likely enables some fun interactions, such as being able to use Hypothermia.



TRYPANON

Original:

50% reduced Attack Speed
This Weapon's Critical Strike Chance is 100%

New:

50% reduced Attack Speed
This Weapon's Critical Strike Chance is 100%
Modifiers to Critical Strike Chance instead apply to Attack Speed at 50% of their value

Explanation: Trypanon has been useless since it came out, although what it allows the player to do is quite interesting. Making it so critical strike chance modifiers aren’t useless as you pick up critical strike multiplier seems like a good way to fix its issues.



REPLICA TRYPANON

Original:

-5000 to Accuracy Rating
This Weapon's Critical Strike Chance is 100%

New:

-5000 to Accuracy Rating
This Weapon's Critical Strike Chance is 100%
Modifiers to Critical Strike Chance instead apply to Accuracy Rating at 50% of their value

Explanation: See Trypanon.



JORRHAST’S BLACKSTEEL

Original:

25% chance to Trigger Level 20 Animate Weapon on Kill
(150-200)% increased Physical Damage
(8-12)% increased Attack Speed
(8-12)% increased Cast Speed
30% less Animate Weapon Duration
Weapons you Animate create an additional copy

New:

(150-300)% increased Physical Damage
(5-15)% increased Attack Speed
Enemies leave a Lingering Blade in the ground when they are Hit, no more than once every Second
Trigger Level 20 Animate Weapon on Hit, with a 0.25 second Cooldown
Weapons you Animate have a 40% chance to Impale Enemies

Explanation: This weapon has a cool concept: a magnetic hammer that makes all the nearby scrap metal follow it (or something like that). And now it actually fulfills that function against bosses, where it was never able to originally.



CHOBER CHABER

Original:

+1 to Level of Socketed Melee Gems
+1 to Level of Socketed Minion Gems
20% reduced Strength Requirement
(200-220)% increased Physical Damage
25% increased maximum Mana
Minions have (20-40)% increased maximum Life
15% increased Skill Effect Duration

New:

+1 to Level of Socketed Melee Gems
+2 to Level of Socketed Minion Gems
(75-150)% increased Physical Damage
Adds (5-25) to (30-150) Physical Damage
Minions have (25-50)% increased maximum Life
50% increased Skill Effect Duration

Explanation: In this rework I’m giving Chaber Cairn back to the game, while making the weapon’s damage stronger than Chaber Cairn at its highest roll, and weaker than Chober Chaber at its worst.



GEOFRI’S BAPTISM

Original:

200% increased Physical Damage
Adds 11 to 23 Cold Damage
(10-20)% increased Stun Duration on Enemies
Never deal Critical Strikes

New:

Trigger Level 20 Elemental Warding on Melee Hit while Cursed
(125-250)% increased Physical Damage
Adds (32-57) to (66-81) Physical Damage
Never deal Critical Strikes

Explanation: I’ve given this weapon its power from Geofri’s Devotion, plus a little extra. Similar philosophy in the Chober Chaber rework.



TIDEBREAKER

Original:

Socketed Gems are Supported by Level 20 Endurance Charge on Melee Stun
+40 to Intelligence
Adds (70-80) to (340-375) Physical Damage
10% increased Physical Damage per Endurance Charge
(20-30)% reduced Enemy Stun Threshold with this Weapon

New:

Socketed Gems are Supported by Level 30 Endurance Charge on Melee Stun
Adds (50-100) to (225-450) Physical Damage
5% reduced Enemy Stun Threshold with this Weapon per Endurance Charge

Explanation: I had actually meant to add this earlier, not sure why I didn't. Simplification of stats, and better stunning.



SCEPTRES

Spoiler

DORYANI’S CATALYST

Original:

Socketed Gems are Supported by Level 20 Elemental Proliferation
Adds (65-85) to (100-160) Physical Damage
(11-15)% increased Attack Speed
(6-10)% increased Cast Speed
(30-40)% increased Global Critical Strike Chance
0.2% of Elemental Damage Leeched as Life
(80-100)% increased Elemental Damage

New:

Elemental Ailments you inflict spread to other enemies in a Radius of 15
(5-15)% increased Cast Speed
(25-50)% increased Global Critical Strike Chance
0.2% of Elemental Damage Leeched as Life
(50-100)% increased Elemental Damage

Explanation: For this weapon’s weak elemental damage boost, the weapon deserves a much stronger, build-defining bonus (elemental proliferation) than just its leech modifier.



AUGYRE

Original:

(180-220)% increased Physical Damage
(10-15)% increased Attack Speed
(80-100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique

New:

(175-250)% increased Physical Damage
(10-20)% increased Attack Speed
(50-100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Hits can’t be Evaded
Elemental Overload

Explanation: Rotating buffs are annoying to deal with unless there is a clear visual or audio indicator of the rotation. This change gives the weapon a clear purpose: enabling lightning attack builds without requiring investment in crit or accuracy.



BREATH OF THE COUNCIL

Original:

(260-310)% increased Physical Damage
(80-100)% increased Chaos Damage
10% increased Area of Effect
Chaos Skills have 40% increased Skill Effect Duration

New:

(100-200)% increased Chaos Damage
Chaos Skills have 50% increased Skill Effect Duration
Enemies Killed by your Chaos Damage over Time are destroyed

Explanation: Currently, the weapon can’t really be used for anything; Cane of Unraveling beats it out for chaos spells, and almost every other weapon beats it for chaos attacks. In this new identity, based on the flavor text, enemies breathe in your chaos damage, then give themselves to eternity. I’d imagine the destroy animation would be enemies vanishing into thin air.



DOON CUEBIYARI

Original:

Socketed Gems are Supported by Level 30 Iron Will
+(50-70) to Strength
(15-18)% increased Cast Speed
+(20-30) to maximum Mana
1% increased Damage per 8 Strength when in Main Hand
1% increased Armour per 16 Strength when in Off Hand

New:

Iron Will
+(25-100) to Strength
(1-4)% increased Spell Damage per 25 Strength
(1-4)% increased Armour per 50 Strength
(1-4)% increased Cast Speed per 100 Strength

Explanation: With this rework, I greatly increase the potential power of builds that could make use of the item, as you can now dual-wield them and get all of their bonuses. A perfect Doon Cuebiyari, however, will be extremely expensive due to the rolls.



BALEFIRE

Original:

Grants Level 25 Scorching Ray Skill
(12-20)% increased Cast Speed
Recover (1-3)% of Life on Kill
Recover (1-3)% of Mana on Kill
10% increased Scorching Ray beam length

New:

Grants Level (20-30) Scorching Ray Skill
Increases and Reductions to Cast Speed also apply to Scorching Ray beam length at 50% of their value
Cannot use Righteous Fire

Explanation: This weapon enables a pure Scorching Ray build, that doesn’t make use of Righteous Fire for its extra damage.



DEATH’S HAND

Original:

Adds (35-46) to (85-128) Physical Damage
(25-50)% increased Critical Strike Chance
30% chance to gain a Power Charge when you Stun
Gain Unholy Might for 4 seconds on Critical Strike

New:

Adds (40-80) to (90-180) Physical Damage
(50-100)% increased Critical Strike Chance
Gain Unholy Might for 4 seconds on Critical Strike
20% increased Effect of Unholy Might per Power Charge

Explanation: This unique is, more or less, completely useless, so this rework intends to strengthen its identity (power charges and unholy might), and bring it to a level where it might see some use. If the identity of an item is too weak for a build to be made out of it, the identity should be made stronger.


CLAWS

Spoiler

RIVE

Original:

(60-80)% increased Physical Damage
Adds (25-35) to (50-65) Physical Damage
25% chance to cause Bleeding on Hit
2% increased Physical Damage Over Time per 10 Dexterity
1% increased Bleeding Duration per 12 Intelligence
30% Chance to cause Bleeding Enemies to Flee on hit

New:

(50-100)% increased Physical Damage
Adds (25-35) to (50-65) Physical Damage
(0-25)% reduced Attack Speed
25% chance to cause Bleeding on Hit
+1% to Physical Damage Over Time Multiplier per 10 Dexterity
2% increased Bleeding Duration per 10 Intelligence
50% Chance to Terrify Enemies for 4 seconds on Hit
(Terrify causes Normal and Magic Enemies to Flee, and causes Rare and Unique Enemies to count as moving)

Explanation: The big change to this item is the Terrify debuff, which allows builds that use the weapon to deal with rare and unique enemies without having to weapon swap to a bow to use Ensnaring Arrow. The rest of the changes are there only to modernize the weapon’s damage.



THE SCOURGE

Original:

Adds (35-50) to (100-125) Physical Damage
(10-15)% increased Attack Speed
Minions have (10-15)% increased Attack Speed
Increases and Reductions to Minion Damage also affect you at 150% of their value
Minions deal 70% increased Damage if you've Hit Recently

New:

Adds (25-75) to (100-175) Physical Damage
(10-20)% increased Attack Speed
Minions have (10-20)% increased Attack Speed
Increases and Reductions to Minion Damage also affect you at 150% of their value
Minions deal 70% increased Damage if you've Hit Recently

Explanation: This weapon is useful for a few niche builds, this buff to its damage should make it more useful for the build it’s supposed to make: hybrid attack/minion builds, such as Dominating Blow.



TOUCH OF ANGUISH

Original:

Adds (40-50) to (130-150) Physical Damage
30% increased Cold Damage
(30-40)% increased Critical Strike Chance
20% chance to gain a Frenzy Charge on Killing a Frozen Enemy
Skills Chain an additional time while at maximum Frenzy Charges
10% chance to Freeze
Critical Strikes do not inherently Freeze

New:

Adds (20-60) to (70-210) Physical Damage
40% of Physical Damage Converted to Cold Damage
(25-50)% increased Critical Strike Chance
Gain a Frenzy Charge if an Attack Freezes an Enemy
Skills Chain an additional time while at maximum Frenzy Charges
Critical Strikes do not inherently Freeze

Explanation: This change modernizes its damage and also gives significantly more consistency to its Frenzy Charge generation, at the cost of freeze chance.



ALLURE

Original:

(110-130)% increased Physical Damage
Adds (15-20) to (30-40) Physical Damage
(8-12)% increased Attack Speed
15% increased Movement Speed while Phasing
You gain Phasing for 10 seconds on using a Vaal Skill

New:

(75-150)% increased Physical Damage
Adds (5-20) to (25-50) Physical Damage
(10-20)% increased Attack Speed
Kills grant an additional Vaal Soul while Phasing
You gain Phasing for 10 seconds on using a Vaal Skill
20% increased Movement Speed during Soul Gain Prevention

Explanation: With this change, I modernize the weapon’s damage and flesh out further this weapon’s vaal soul/phasing theme with an upside/downside related to Vaal skills.



REPLICA ALLURE

Original:

(110-130)% increased Physical Damage
Adds (15-20) to (30-40) Physical Damage
(8-12)% increased Attack Speed
Gain +50 Life when you Taunt an Enemy
You gain Onslaught for 1 seconds on Killing Taunted Enemies
Enemies Taunted by you take 10% increased Damage

New:

(75-150)% increased Physical Damage
Adds (5-20) to (25-50) Physical Damage
(10-20)% increased Attack Speed
Gain +50 Life when you Taunt an Enemy
You gain Onslaught for 1 seconds on Killing Taunted Enemies
Enemies Taunted by you take 10% increased Damage

Explanation: Did the same modernization of damage I did to Allure. The rest of its stats are fine.



BLOODSEEKER

Original:

(150-170)% increased Physical Damage
Adds 10 to 12 Physical Damage
5% increased Attack Speed
1.2% of Physical Attack Damage Leeched as Life
5% increased Movement Speed
Life Leech from Hits with this Weapon is instant

New:

(100-200)% increased Physical Damage
Adds (5-15) to (20-30) Physical Damage
(5-10)% increased Attack Speed
1% of Attack Damage Leeched as Life
You count as Leeching if you’ve Killed an Enemy with this Weapon Recently
Life Leech from Hits with this Weapon is instant

Explanation: I’ve modernized the weapon’s damage, as well as given the weapon a very interesting stat that might make some builds that use this opt for nodes on the passive tree they otherwise would not have taken.
Last edited by diarmuidtherat#0334 on Oct 5, 2022, 11:52:31 AM
Last bumped on Mar 12, 2023, 4:58:28 PM
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DAGGERS

Spoiler

GOBLINEDGE

Original:

(200-250)% increased Physical Damage
(20-25)% increased Attack Speed if you haven't gained a Frenzy Charge Recently
(60-80)% increased Critical Strike Chance if you haven't gained a Power Charge Recently
+3 seconds to Duration of Frenzy and Power Charges on Culling Strike
Gain (120-150) Life on Culling Strike
Gain (10-20) Mana on Culling Strike

New:

(150-300)% increased Physical Damage
(10-20)% increased Attack Speed per Frenzy Charge if you haven't gained a Frenzy Charge Recently
(25-50)% increased Critical Strike Chance per Power Charge if you haven't gained a Power Charge Recently
+3 seconds to Duration of Frenzy and Power Charges on Culling Strike
Gain (100-150) Life on Culling Strike
Gain (10-20) Mana on Culling Strike

Explanation: This weapon has a clear identity: Gain a bunch of Power and Frenzy Charges, then stop gaining them while infinitely extending their lifetime if you can. The problem of gaining them then not gaining them is not solved with this change, but the power of solving that problem is enhanced significantly.



TAPROOT

Original:

(180-200)% increased Physical Damage
(10-15)% increased Attack Speed
(15-20)% increased Poison Duration
0.5% of Attack Damage Leeched as Mana against Poisoned Enemies
0.5% of Attack Damage Leeched as Life against Maimed Enemies
(15-20)% chance to Maim on Hit
20% chance to Poison on Hit

New:

(100-300)% increased Physical Damage
(25-50)% increased Poison Duration against Maimed Enemies
(25-50)% chance to Maim on Hit
Hits with this Weapon always Poison Maimed Enemies
0.5% of Attack Damage Leeched as Mana against Poisoned Enemies
0.5% of Attack Damage Leeched as Life against Maimed Enemies

Explanation: With this rework I flesh out Taproot’s Maim/Poison niche.



THE HIDDEN BLADE

Original:

Trigger Level 20 Unseen Strike every 0.5 seconds while Phasing
+(20-40) to Dexterity
(230-260)% increased Physical Damage
30% reduced Attack Speed while Phasing

New:

Trigger Level 20 Unseen Strike every 0.25 seconds while Phasing
(200-300)% increased Physical Damage
50% reduced Attack Speed while Phasing

Explanation: With this change I dig deeper into what makes the unique interesting: Unseen Strike. I double its trigger rate, increase the base damage of the weapon, and make it more difficult to use the weapon on its own while triggering Unseen Strike.



VULCONUS

Original:

Adds (85-110) to (135-150) Physical Damage
Adds (130-160) to (220-240) Fire Damage
50% chance to cause Bleeding on Hit
(70-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160-200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire

New:

Adds (60-120) to (120-160) Physical Damage
Adds (100-175) to (200-250) Fire Damage
Avatar of Fire
50% of Physical Damage Converted to Fire
50% chance to cause Bleeding on Hit
All Damage with Hits from this Weapon can cause Bleeding
(50-100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(50-100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
(100-200)% increased Global Critical Strike Chance

Explanation: Cycling buffs are not fun to play with. Given that anyone who used this item took Avatar of Fire to keep its buffs from this weapon forever, I feel as though this rework is the most appropriate.



DIVINARIUS

Original:

(50-70)% increased Spell Damage
+30 Life gained on Kill
+10 Mana gained on Kill
10% increased Area of Effect
(125-175)% increased Critical Strike Chance for Spells if you've Killed Recently
+(40-60)% to Critical Strike Multiplier for Spells if you haven't Killed Recently

New:

Spells which can gain Intensity do not lose Intensity when you teleport
Skills fire 1 additional Projectile
(25-50)% increased Area of Effect
(25-50)% increased Cast Speed


Explanation: Divinarius is competing with many other unique weapons that are good for spells: Cold Iron Point, Agnerod West, Searing Touch, and several others. On-kill effects don’t cut it as build-defining features in the current balance of Path of Exile. Therefore, this weapon needs something unique to itself. The flavor text begs for the item to make self-casting better, so that’s what it does now.



BINO’S KITCHEN KNIFE

Original:

30% increased Damage over Time
Adds (50-60) to (120-140) Physical Damage
(40-50)% increased Critical Strike Chance
+(15-25)% to Global Critical Strike Multiplier
+(8-12)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned and nearby Allies Regenerate 200 Life per second

New:

Adds (40-80) to (85-170) Physical Damage
(50-100)% increased Critical Strike Chance
+(5-15)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned

Explanation: Modernizing its damage, as well as simplifying its stats. Overall, it should be a buff, and make it easier to build into it as a poison crit build.



MARK OF THE DOUBTING KNIGHT

Original:

+5% Chance to Block Attack Damage while Dual Wielding
(250-270)% increased Physical Damage
10% reduced Attack Speed
+(6-10)% to all Elemental Resistances
50% chance to Cause Bleeding on Critical Strike
50% chance to Cause Poison on Critical Strike

New:

(200-300)% increased Physical Damage
50% chance to Cause Bleeding on Critical Strike
50% chance to Cause Poison on Critical Strike
Bleeding you inflict on Poisoned Enemies deals damage (15-30)% faster
Poison you inflict on Bleeding Enemies has (15-30)% increased Duration

Explanation: This rework enhances the weapon’s poison/bleed niche.



THE CONSUMING DARK

Original:

+1 to Level of all Fire Spell Skill Gems
+(20-40) to Intelligence
(40-60)% increased Fire Damage
30% of Fire Damage Converted to Chaos Damage
Your Chaos Damage has 60% chance to Poison Enemies

New:

+1 to Level of all Fire Spell Skill Gems
50% of Fire Damage Converted to Chaos Damage
Your Chaos Damage has 50% chance to Poison Enemies

Explanation: This rework makes creating builds out of this weapon incredibly easy.



HEARTBREAKER

Original:

(60-70)% increased Spell Damage
(40-80)% faster start of Energy Shield Recharge
+(60-100) to maximum Mana
Your Spells have Culling Strike

New:

(40-80)% faster start of Energy Shield Recharge if Energy Shield is greater than Mana
(15-30)% of Damage taken Recouped as Mana if Mana is greater than Energy Shield
Increases and Reductions to Energy Shield apply to Spell Damage at (35-70)% of their value if Energy Shield is greater than Mana
Increases and Reductions to Mana apply to Spell Damage at (35-70)% of their value if Mana is greater than Energy Shield

Explanation: This rework intends to fully embrace the spirit of the unique’s flavor text: attacking with your mind. It can be built as a full Mana or full Energy Shield weapon, so it’s useful for many builds.



REPLICA HEARTBREAKER

Original:

(60-70)% increased Spell Damage
(40-80)% faster start of Energy Shield Recharge
+(30-50) to maximum Life
20% increased Impale Effect
20% chance to Impale on Spell Hit

New:

(40-80)% faster start of Energy Shield Recharge if Energy Shield is greater than Life
(15-30)% of Damage taken Recouped as Life if Life is greater than Energy Shield
Increases and Reductions to Energy Shield apply to Impale Effect at (25-50)% of their value if Energy Shield is greater than Life
Increases and Reductions to Life apply to Impale Effect at (25-50)% of their value if Life is greater than Energy Shield
Your Spell Hits Impale
100% reduced Impale Effect

Explanation: This rework creates a clear niche: making your life or energy shield pool big so your impales deal full damage or more.


STAVES

Spoiler

WITCHHUNTER’S JUDGEMENT

Original:

Grants Level 20 Brandsurge Skill
Brand Skills have (50-100)% increased Duration

New:

Grants Level 20 Brandsurge Skill
Brand Skills have (0-200)% increased Duration

Explanation: This slight change allows people who want to make use of Brandsurge’s increased brand power and people who want only Brandsurge’s flat damage to both use the weapon effectively.



FEMURS OF THE SAINTS

Original:

+2 to Level of Socketed Minion Gems
Minions deal (60-80)% increased Damage
+1% Chance to Block Attack Damage per Summoned Skeleton
2% increased Attack and Cast Speed per Summoned Raging Spirit
Regenerate 0.6% of Life per second for each Raised Zombie
30% increased Mana Regeneration Rate per Raised Spectre

New:

+(1-3) to Level of Socketed Minion Gems
Minions deal (5-10)% increased Damage per Summoned Minion

Explanation: This change simplifies the weapon while making it more powerful for minion builds that summon as many as possible, such as Summon Raging Spirits builds.



HEGEMONY’S ERA

Original:

+6% Chance to Block Attack Damage while wielding a Staff
Adds (135-145) to (160-175) Physical Damage
(12-16)% increased Attack Speed
(10-20)% increased Critical Strike Chance
+1 to Maximum Power Charges
10% chance to gain a Power Charge if you Knock an Enemy Back with Melee Damage

New:

Adds (100-140) to (150-200) Physical Damage
(10-20)% increased Attack Speed
(15-30)% increased Critical Strike Chance
+1 to Maximum Power Charges
Gain a Power Charge if you Knock an Enemy Back with Melee Damage

Explanation: A simple modernization of damage as well as leaning into the weapon’s charge generation feature.



THE GREY SPIRE

Original:

Has no Sockets
(250-300)% increased Global Damage
(20-30)% increased Attack Speed
+(1-4)% to all maximum Resistances

New:

Has no Sockets
(100-500)% increased Global Damage
+(1-5)% to all maximum Resistances

Explanation: This change creates a weapon that can be used for all sorts of builds, but good luck finding a good one.



PILLAR OF THE CAGED GOD

Original:

1% increased Area of Effect per 20 Intelligence
1% increased Attack Speed per 10 Dexterity
16% increased Physical Weapon Damage per 10 Strength

New:

(5-10)% increased Area of Effect per 50 Intelligence
(5-10)% increased Attack Speed per 50 Dexterity
(15-25)% increased Physical Weapon Damage per 10 Strength

Explanation: All this weapon needs is a soft number bump (and a reason to care about its rolls). Since builds that use this weapon are primarily strength stackers, the area of effect modifier can be buffed significantly (and it definitely deserves it).



XIRGIL’S CRANK

Original:

+15% Chance to Block Attack Damage while wielding a Staff
(60-80)% increased Spell Damage
+(70-100) to maximum Energy Shield
+1 to Level of all Spell Skill Gems
Reflects 1 to 150 Lightning Damage to Melee Attackers
20% chance for Energy Shield Recharge to start when you Block

New:

+15% Chance to Block Attack Damage while wielding a Staff
(50-100)% increased Spell Damage
+(50-100) to maximum Energy Shield
+1 to Level of all Spell Skill Gems
Trigger Socketed Spells when you Block, with a 0.5 second Cooldown
50% chance for Energy Shield Recharge to start when you Block

Explanation: This weapon isn’t necessarily supposed to be “endgame”, however, its build-defining feature is so interesting that I felt it deserved a rework that would make it worthy of being an endgame item.



TARYN’S SHIVER

Original:

(50-60)% increased Spell Damage
(40-50)% increased Cold Damage
(10-20)% increased Cast Speed
+2 to Level of all Cold Spell Skill Gems
8% chance to Freeze
Enemies Frozen by you take 20% increased Damage

New:

(50-100)% increased Cold Damage
(15-30)% increased Cast Speed
+2 to Level of all Cold Spell Skill Gems
Enemies Frozen by you take (10-30)% increased Damage

Explanation: Stat simplification, as well as slightly higher power with good rolls. I will be doing this with all of the +2 staves.



CANE OF UNRAVELLING

Original:

+(40-55)% to Chaos Damage over Time Multiplier
(20-30)% increased Chaos Damage
2% increased Cast Speed per Power Charge
+2 to Level of all Chaos Spell Skill Gems
Gain a Power Charge after Spending a total of 200 Mana
Regenerate 2 Mana per Second per Power Charge

New:

+(30-60)% to Chaos Damage over Time Multiplier
+2 to Level of all Chaos Spell Skill Gems
Gain a Power Charge after Spending a total of 200 Mana
10% increased Cast Speed per Power Charge

Explanation: Chaos skills such as Essence Drain often don’t have good cast speed, so providing an easier way to get cast speed seems appropriate.



THE SEARING TOUCH

Original:

+(40-60)% to Fire Damage over Time Multiplier
(70-90)% increased Fire Damage
10% increased Cast Speed
+2 to Level of all Fire Spell Skill Gems

New:

+(50-100)% to Fire Damage over Time Multiplier
(10-20)% increased Cast Speed
+2 to Level of all Fire Spell Skill Gems

Explanation: Since Martyr of Innocence has pretty solidly taken up the niche of “staff that makes fire hit spells powerful”, making this weapon more solidly into a fire damage over time weapon made sense.



AGNEROD EAST

Original:

40% increased Strength Requirement
+(80-120) to Intelligence
(30-50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
100% increased Duration of Lightning Ailments

New:

40% increased Strength Requirement
+(50-100) to Intelligence
+2 to Level of all Lightning Spell Skill Gems
2% of Lightning Damage Leeched as Life
Damage Penetrates (15-30)% Lightning Resistance

Explanation: Any build that applies lightning ailments is doing so nigh-permanently. Increased duration of ailments is nigh-useless on non-damaging ailments. Given that two of the Agnerod staves have an offensive stat, I figured giving this one a defensive stat difficult to find on spell builds would be good.



AGNEROD NORTH

Original:

40% increased Strength Requirement
+(80-120) to Intelligence
(30-50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
15% chance to Shock
Damage Penetrates 20% Lightning Resistance

New:

40% increased Strength Requirement
+(50-100) to Intelligence
+2 to Level of all Lightning Spell Skill Gems
Your Lightning Damage always Shocks
Damage Penetrates (15-30)% Lightning Resistance

Explanation: To be competitive with the power of Agnerod West, this staff needed to be significantly more powerful.



AGNEROD SOUTH

Original:

40% increased Strength Requirement
+(80-120) to Intelligence
(30-50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
+5% to maximum Lightning Resistance
Damage Penetrates 20% Lightning Resistance

New:

40% increased Strength Requirement
+(50-100) to Intelligence
+2 to Level of all Lightning Spell Skill Gems
+10% to maximum Lightning Resistance
Damage Penetrates (15-30)% Lightning Resistance

Explanation: I like this rework because it would be a cheap way to get high power from Melding of the Flesh while on its own being a pretty weak weapon damage-wise.



AGNEROD WEST

Original:

40% increased Strength Requirement
+(80-120) to Intelligence
(30-50)% increased Lightning Damage
Adds (5-15) to (100-140) Lightning Damage to Spells
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance

New:

40% increased Strength Requirement
+(50-100) to Intelligence
+2 to Level of all Lightning Spell Skill Gems
Adds (1-15) to (100-150) Lightning Damage to Spells
Damage Penetrates (15-30)% Lightning Resistance

Explanation: This weapon needs very little changing.



TREMOR ROD

Original:

+2 to Level of Socketed Spell Gems
Socketed Gems are Supported by Level 10 Blastchain Mine
(40-60)% increased Spell Damage
(15-20)% reduced Enemy Stun Threshold
Mines can be Detonated an additional time

New:

+2 to Level of Socketed Spell Gems
Socketed Gems are Supported by Level 20 Blastchain Mine
Mines Rearm an additional time
Mines Rearm (0-30)% faster

Explanation: An easy simplification.



SIRE OF SHARDS

Original:

Socketed Gems fire 4 additional Projectiles
Socketed Gems fire Projectiles in a circle
+(15-20) to all Attributes
+(5-7)% to all Elemental Resistances
(60-100)% increased Projectile Damage
20% increased Light Radius

New:

Socketed Gems fire 4 additional Projectiles
Socketed Gems fire Projectiles in a circle
(75-150)% increased Projectile Damage
(25-50)% increased Light Radius

Explanation: Still doesn’t compare to the damage of any of the +2 staves, but it’s not supposed to; its best use is as a clearspeed weapon swap. The buffed light radius has some interesting implications for Wreath of Phrecia.



SOULWREST

Original:

Trigger Level 20 Summon Phantasm Skill when you Consume a corpse
(100-140)% increased Spell Damage
(25-30)% increased Cast Speed
(80-100)% increased Mana Regeneration Rate
Minions deal (45-51) to (66-78) additional Physical Damage
If you Consumed a corpse Recently, you and nearby Allies Regenerate 5% of Life per second

New:

Trigger Level 20 Summon Phantasm Skill when you Consume a corpse
Increases and Reductions to Spell Damage instead apply to Minion Damage
If you Consumed a corpse Recently, you and nearby Allies Regenerate 5% of Life per second

Explanation: This rework instantly creates many new interesting ways to interact with the Passive Tree.



THE ENMITY DIVINE

Original:

Socketed Gems are supported by Level 1 Chance to Bleed
Grants Summon Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
+(30-40)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (160-185) to (200-225) Physical Damage
(30-40)% increased Critical Strike Chance

New:

Socketed Gems are supported by Level 20 Chance to Bleed
Grants Summon Harbinger of Brutality Skill
+(20-50)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (150-200) to (205-305) Physical Damage
(30-60)% increased Critical Strike Chance

Explanation: This one needed a pretty large number boost.



THE YIELDING MORTALITY

Original:

Socketed Gems are supported by Level 1 Chance to Bleed
Grants Summon Greater Harbinger of Brutality Skill
+5% Chance to Block Attack Damage while wielding a Staff
+(30-40)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (160-185) to (200-225) Physical Damage
(30-40)% increased Critical Strike Chance

New:

Socketed Gems are supported by Level 20 Chance to Bleed
Grants Summon Greater Harbinger of Brutality Skill
+(35-50)% to Damage over Time Multiplier for Bleeding from Critical Strikes
Adds (175-200) to (255-305) Physical Damage
(45-60)% increased Critical Strike Chance

Explanation: See the Surging Thoughts/The Enmity Divine.


WANDS

Spoiler

PISCATOR’S VIGIL

Original:

No Physical Damage
(10-18)% increased Attack Speed
(20-30)% increased Critical Strike Chance
+(340-400) to Accuracy Rating
Attacks with this Weapon have (100-115)% increased Elemental Damage
Damage with Weapons Penetrates 5% Elemental Resistance

New:

No Physical Damage
(10-20)% increased Attack Speed
Attacks with this Weapon have (75-150)% increased Elemental Damage
Damage with Weapons Penetrates (10-20)% Elemental Resistance
(20-40)% increased Critical Strike Chance
+(250-500) to Accuracy Rating

Explanation: A number boost is all this weapon needs.



APEP’S RAGE

Original:

Adds (90-130) to (140-190) Chaos Damage to Spells
(25-30)% increased Cast Speed
+(5-10)% to Chaos Resistance
Lose 40 Mana when you use a Skill
Poisons you inflict deal Damage (30-50)% faster

New:

Adds (75-135) to (140-200) Chaos Damage to Spells
(20-40)% increased Cast Speed
(10-20)% Chance to Poison on Hit with Spell Damage
Lose 40 Mana when you use a Skill
Poisons you inflict deal Damage (25-50)% faster

Explanation: I think leaning into the weapon’s niche as a poison spell wand would make it more likely to be used.



MOONSORROW

Original:

Socketed Gems are supported by Level 20 Blind
+10 to Intelligence
(30-40)% increased Spell Damage
(250-275)% increased Physical Damage
(20-30)% increased Lightning Damage
10% increased Cast Speed
10% chance to Blind Enemies on hit

New:

(150-300)% increased Physical Damage
(5-15)% increased Attack Speed
The Effect of Blind on you is reversed
Curse Enemies with a random Hex on Hit while Blinded

Explanation: Fun blind mechanics are in short supply. Here, I modernize the weapon’s damage, remove the clutter that is its spell damage, lightning damage, and cast speed, and add two fun mechanics that make self-blind into a (possibly) powerful build.



ECLIPSE SOLARIS

Original:

Adds (30-45) to (60-80) Fire Damage
(6-10)% increased Attack Speed
+(27-33)% to Global Critical Strike Multiplier
20% increased Light Radius
Nearby Enemies are Blinded
(120-140)% increased Critical Strike Chance against Blinded Enemies

New:

Nearby Enemies are Blinded
Adds (150-200) to (250-300) Fire Damage to Hits with this Weapon against Blinded Enemies
(5-15)% increased Attack Speed
Increases and Reductions to Light Radius also apply to Accuracy
50% increased Light Radius
+(25-35)% to Global Critical Strike Multiplier
(100-150)% increased Critical Strike Chance against Blinded Enemies

Explanation: With this rework I bring back the power of Corona Solaris, and enhance it even more.



MIDNIGHT BARGAIN

Original:

+(10-20) to Intelligence
Minions have (20-30)% increased Movement Speed
Minions deal (50-70)% increased Damage
+1 to maximum number of Raised Zombies
+1 to maximum number of Skeletons
+1 to maximum number of Spectres
Reserves 30% of Life
Cannot be used with Chaos Inoculation

New:

Minions have (25-50)% increased Movement Speed
Minions deal (50-100)% increased Damage
+1 to maximum number of Raised Zombies
+1 to maximum number of Skeletons
+1 to maximum number of Spectres
Has no Sockets

Explanation: Given how socket-deprived minion builds typically are, I figured removing the sockets from Midnight Bargain was a better downside than the awkward reservation downside.



REPLICA MIDNIGHT BARGAIN

Original:

+(10-20) to Intelligence
Minions have (40-50)% increased Movement Speed
Minions deal (50-70)% increased Damage
+6 to maximum number of Raging Spirits
+3 to maximum number of Summoned Phantasms
Reserves 30% of Life
Cannot be used with Chaos Inoculation

New:

Minions have (50-100)% increased Movement Speed
Minions deal (25-50)% increased Damage
+6 to maximum number of Raging Spirits
+3 to maximum number of Summoned Phantasms
Has no Sockets

Explanation: See Midnight Bargain.



THE POET’S PEN

Original:

+1 to Level of Socketed Active Skill Gems per 25 Player Levels
Trigger a Socketed Spell when you Attack with this Weapon, with a 0.25 second Cooldown
Adds 3 to 5 Physical Damage to Attacks with this Weapon per 3 Player Levels
(8-12)% increased Attack Speed

New:

+1 to Level of Socketed Active Skill Gems per (23-30) Player Levels
Grants Level (1-20) Spellslinger Skill
Socketed Spells do not Reserve Mana when Triggered by Spellslinger
(5-15)% increased Attack Speed

Explanation: Currently, this weapon is only really used for Exsanguinate builds. This change gives it some of its original “cast many spells with your wand attacks” identity, but with the limitations of Spellslinger.



TULFALL

Original:

(10-15)% increased Cast Speed
Gain a Power Charge on Killing a Frozen Enemy
Adds 15 to 25 Cold Damage to Spells per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15-20)% increased Cold Damage per Frenzy Charge

New:

Deal no Non-Cold Damage
(10-20)% increased Cast Speed
10% chance to Gain a Power Charge on Critical Strike
Adds 20 to 30 Cold Damage to Spells per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15-30)% increased Cold Damage per Frenzy Charge

Explanation: A number boost, plus an easier method of gaining charges, should make this unique much easier to build into.



REPLICA TULFALL

Original:

(15-25)% increased Cast Speed
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15-20)% increased Cold Damage per Frenzy Charge
Gain a Power Charge on Killing a Frozen Enemy
Take 500 Cold Damage on reaching Maximum Power Charges

New:

Deal no Non-Cold Damage
(15-30)% increased Cast Speed
10% chance to Gain a Power Charge on Critical Strike
Lose all Power Charges on reaching Maximum Power Charges
Take 500 Cold Damage on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15-30)% increased Cold Damage per Frenzy Charge

Explanation: See Tulfall.



SHIMMERON

Original:

(30-40)% increased Spell Damage
Adds (26-35) to (95-105) Lightning Damage to Spells
+(6-10)% to Critical Strike Multiplier per Power Charge
+0.3% Critical Strike Chance per Power Charge
+2% Chance to Block Spell Damage per Power Charge
Adds 3 to 9 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if your Skills have dealt a Critical Strike Recently

New:

(25-50)% increased Spell Damage
Adds (20-40) to (90-110) Lightning Damage to Spells
+(5-10)% to Critical Strike Multiplier per Power Charge
+0.4% Critical Strike Chance per Power Charge
+2% Chance to Block Spell Damage per Power Charge
Adds 5 to 12 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if your Skills have dealt a Critical Strike Recently

Explanation: A small number boost to its base damage, and more significant bonuses from its charge effect.


BOWS

Spoiler

NURO’S HARP

Original:

No Physical Damage
Adds (120-140) to (180-210) Cold Damage
(10-15)% increased Attack Speed
(10-30)% increased Light Radius
15% chance to create Chilled Ground when you Freeze an Enemy
Create Consecrated Ground when you Shatter an Enemy
40% increased Effect of Chilled Ground

New:

No Physical Damage
Adds (80-160) to (220-440) Cold Damage
(10-20)% increased Attack Speed
(15-30)% increased Light Radius
Enemies standing on your Consecrated Ground are Chilled
15% chance to create Create Consecrated Ground when you Freeze an Enemy
(25-50)% increased Effect of Consecrated Ground

Explanation: This rework shifts the power of the unique more sharply into its consecrated ground features, as well as giving it usable damage.



SLIVERTONGUE

Original:

Adds (80-95) to (220-240) Physical Damage
(150-200)% increased Critical Strike Chance with arrows that Fork
Arrows Pierce all Targets after Forking
Arrows that Pierce have +50% to Critical Strike Multiplier

New:

Adds (75-100) to (225-250) Physical Damage
Arrows Fork before they Pierce
Arrows cannot Pierce before Forking
(150-300)% increased Critical Strike Chance with arrows that Fork
Arrows that Pierce have +100% to Critical Strike Multiplier

Explanation: With this rework, the unique modifiers of the weapon are strengthened, but the player must find a way to make their arrows both Fork and Pierce to get the most out of the weapon.



LIONEYE’S GLARE

Original:

(90-105)% increased Physical Damage
Adds (6-12) to (20-32) Physical Damage
(10-20)% increased Attack Speed
+(80-100) to maximum Mana
Hits can't be Evaded
Far Shot

New:

(100-200)% increased Physical Damage
(15-30)% increased Attack Speed
+(50-100) to maximum Mana
Hits can't be Evaded
Sword Dancing
(Evasion Rating is Doubled against Melee Attacks
25% less Evasion Rating against Projectile Attacks)

Cannot be used with Arrow Dancing

Explanation: With this rework, I strengthened the bow’s base damage, removed its Far Shot feature (as it can be obtained elsewhere) and added a completely new Keystone modifier, Sword Dancing, to emulate the lore of Marceus Lioneye in the game itself. He fought the Karui thinking they would only use melee attacks against his army, when the Karui women decimated them with arrows. This rework, therefore, is quite fitting.



REPLICA WINDRIPPER

Original:

Adds (48-60) to (72-90) Cold Damage
Adds 1 to (120-150) Lightning Damage
(10-15)% increased Attack Speed
(30-40)% increased Critical Strike Chance
Enemies Frozen by you take 20% increased Damage
+(90-120) Energy Shield gained on Killing a Shocked Enemy

New:

Adds (78-90) to (102-120) Cold Damage
Adds 1 to (200-250) Lightning Damage
(10-20)% increased Attack Speed
(25-50)% increased Critical Strike Chance
Enemies Frozen by you take (10-20)% increased Damage
+(60-120) Energy Shield gained on Killing a Shocked Enemy

Explanation: Gave it a bunch of extra damage. It makes sense for Replica Windripper to be the bow that actually deals damage, while Windripper remains weak damage-wise but has heavy magic find.



REACH OF THE COUNCIL

Original:

Socketed Gems are Supported by Level 20 Greater Volley
(50-75)% increased Physical Damage
Adds (10-16) to (45-60) Physical Damage
(8-12)% increased Attack Speed
20% reduced Projectile Speed
Arrows fired from the first firing points always Pierce
Arrows fired from the second firing points Fork
Arrows fired from the third firing points Return to you
Arrows fired from the fourth firing points Chain +2 times

New:

Socketed Gems are Supported by Level 20 Greater Volley
(50-100)% increased Physical Damage
Adds (10-25) to (30-65) Physical Damage
(10-20)% increased Attack Speed
5% less Projectile Speed with Bow Attacks per Arrow
5% more Damage per Arrow

Explanation: The weapon's current setup doesn't make a whole lot of sense. This rework changes it into a much more consistent "scale arrows to get more damage at the expense of clearspeed" feature.



VOLTAXIC RIFT

Original:

Adds 1 to (275-325) Lightning Damage
(10-15)% increased Attack Speed
60% of Lightning Damage Converted to Chaos Damage
10% chance to Shock
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock

New:

Adds 1 to (250-500) Lightning Damage
(5-15)% increased Attack Speed
100% of Lightning Damage Converted to Chaos Damage
Your Chaos Damage can Shock
Hits with this Weapon Shock Enemies as though dealing 300% more Damage
+40% to Maximum Effect of Shock

Explanation: Voltaxic Rift has deserved full chaos conversion for a long time now.



XOPH’S NURTURE

Original:

Socketed Gems are Supported by Level 20 Ignite Proliferation
(165-195)% increased Physical Damage
50% of Physical Damage Converted to Fire Damage
10% chance to Ignite
Recover (40-60) Life when you Ignite an Enemy

New:

Socketed Gems are Supported by Level 20 Ignite Proliferation
(180-260)% increased Physical Damage
50% of Physical Damage Converted to Fire Damage
Recover (30-60) Life when you Ignite an Enemy

Explanation: Needed only a simple number boost.



ARBORIX

Original:

Grants Level 30 Dash Skill
Adds (80-100) to (200-225) Physical Damage
Bow Attacks fire 2 additional Arrows if you haven't Cast Dash recently
(20-30)% increased Attack Speed if you haven't Cast Dash recently
(100-160)% increased Evasion Rating if you've Cast Dash recently
(20-30)% increased Movement Speed if you've Cast Dash recently
Travel Skills other than Dash are Disabled
Iron Reflexes

New:

Grants Level (20-40) Dash Skill
Adds (75-150) to (175-250) Physical Damage
Dash has (-25-25)% increased Cooldown Recovery Rate
(25-50)% increased Attack Speed if Dash has maximum Cooldown Uses
Bow Attacks fire 2 additional Arrows if Dash has maximum Cooldown Uses
(100-200)% increased Evasion Rating if Dash does not have maximum Cooldown Uses
(15-30)% increased Movement Speed if Dash does not have maximum Cooldown Uses
Travel Skills other than Dash are Disabled

Explanation: Instead of needing to wait an entire 4 seconds, the buffs of this weapon depend on whether or not your Dash has finished its cooldown. In addition, the damage of this weapon has been modernized, and the Dash you get from the weapon can be better or worse depending on roll luck.



CHIN SOL

Original:

+(10-20) to Dexterity
(100-140)% increased Physical Damage
Adds 25 to 50 Fire Damage
(10-14)% increased Attack Speed
50% More Damage with Arrow Hits at Close Range
Bow Knockback at Close Range

New:

(150-300)% increased Physical Damage
(0-10)% reduced Attack Speed
50% More Damage with Arrow Hits at Close Range
Bow Knockback at Close Range

Explanation: Modernized its damage, and changed its flavor slightly to “high draw-weight bow that would instantly kill you at close range”, with the higher base damage and reduced attack speed.



HOPESHREDDER

Original:

Adds (130-150) to (270-300) Cold Damage
4% increased Movement Speed per Frenzy Charge
+(400-500) to Accuracy Rating
(15-25)% increased Attack Speed
12 to 14 Added Cold Damage per Frenzy Charge
2% chance to Avoid Elemental Damage from Hits per Frenzy Charge
0.5% of Attack Damage Leeched as Life per Frenzy Charge
200 Cold Damage taken per second per Frenzy Charge while moving

New:

Adds (120-160) to (250-320) Cold Damage
(15-30)% increased Attack Speed
5% increased Movement Speed per Frenzy Charge
14 to 18 Added Cold Damage per Frenzy Charge
2% chance to Avoid Elemental Damage from Hits per Frenzy Charge
+100 to Accuracy Rating per Frenzy Charge
200 Cold Damage taken per second per Frenzy Charge while moving

Explanation: A small number boost to its base damage, and more significant bonuses from its charge effect.



NULL’S INCLINATION

Original:

Adds (50-80) to (130-180) Chaos Damage
(7-12)% increased Attack Speed
+(7-11)% to Chaos Resistance
+212 Intelligence Requirement
Minions deal 1% increased Damage per 5 Dexterity
Trigger Socketed Minion Spells on Kill with this Weapon
Minion Spells Triggered by this Item have a 0.25 second Cooldown with 5 Uses

New:

Adds (40-80) to (90-180) Chaos Damage
(5-15)% increased Attack Speed
+(6-12)% to Chaos Resistance
+212 Intelligence Requirement
Minions deal 1% increased Damage per 5 Dexterity
Minions have 1% increased maximum Life per 10 Strength
Minions have 1% increased Movement Speed per 15 Intelligence
Trigger Socketed Minion Spells when you Attack with this Weapon, with a 0.25 second Cooldown

Explanation: This weapon’s trigger effect always needed to be either on-attack or on-hit. I figured it would be nicer for the weapon to be consistent with an on-attack trigger effect. Adding additional stat-stacking effects solidifies the weapon’s identity.



THE GLUTTONOUS TIDE

Original:

(120-160)% increased Physical Damage
(16-20)% increased Attack Speed
Lose all Frenzy Charges on reaching Maximum Frenzy Charges to make the next Bow Attack you perform fire that many additional Arrows
+(30-50)% Global Critical Strike Multiplier while you have a Frenzy Charge
(20-40)% chance to gain a Frenzy Charge for each Enemy you hit with a Critical Strike

New:

(100-200)% increased Physical Damage
(10-20)% increased Attack Speed
(15-30)% chance to gain a Frenzy Charge for each Enemy you hit
Lose all Frenzy Charges on reaching Maximum Frenzy Charges to make the next Bow Attack you perform fire that many additional Arrows
Gain 50 Life or Energy Shield when you lose a Frenzy Charge, whichever is higher

Explanation: This rework makes building the weapon much simpler (not requiring crit investment), as well as modernizing its damage and adding a strong recovery mechanic.



THE CRIMSON STORM

Original:

(60-80)% increased Physical Damage
(25-35)% increased Critical Strike Chance
50% chance to inflict Bleeding on Critical Strike with Attacks
Enemies you inflict Bleeding on grant (60-100)% increased Flask Charges
Adds (100-120) to (150-165) Physical Damage against Bleeding Enemies
50% chance to Maim Enemies on Critical Strike with Attacks
Veiled Suffix

New:

(50-100)% increased Physical Damage
(25-50)% increased Critical Strike Chance
50% chance to inflict Bleeding on Critical Strike with Attacks
50% chance to Maim Enemies on Critical Strike with Attacks
Maimed Enemies grant (50-100)% increased Flask Charges
Adds (80-130) to (140-185) Physical Damage against Bleeding Enemies
Veiled Suffix

Explanation: A simple modernization of damage.



DEATH’S HARP

Original:

(90-105)% increased Physical Damage
10% increased Attack Speed
+50% to Global Critical Strike Multiplier
Bow Attacks fire 2 additional Arrows

New:

(120-240)% increased Physical Damage
Adds (5-15) to (20-40) Physical Damage
Socketed Bow Skills gain a Seal every second, to a maximum of 3 Seals
Socketed Bow Skills are Unsealed on Bow Attack, and their effects Reoccur for each Seal lost
Socketed Bow Skills deal 50% less Damage when Reoccuring

Explanation: Instead of bringing back Death’s Opus, I decided to make this weapon far more unique with an Unleash-like mechanic for bow attacks.



DOOMFLETCH

Original:

Adds (12-16) to (20-24) Physical Damage
(10-14)% increased Attack Speed
60% increased Mana Regeneration Rate
Gain 100% of Weapon Physical Damage as Extra Damage of each Element

New:

Adds (14-20) to (24-30) Physical Damage
(10-20)% increased Attack Speed
60% increased Mana Regeneration Rate
Gain (75-150)% of Weapon Physical Damage as Extra Damage of each Element

Explanation: This weapon also needed a number boost.
Last edited by diarmuidtherat#0334 on Oct 5, 2022, 11:52:16 AM
So cool
first, i absolutely loved what you did to varunastra. i liked what you did to rive and i think you can do better at the hidden blade.

well after i saw what you did to varunastra i really really think you can do something great with the hidden blade. the concept of the original blade itself its so cool but the dagger underperforms at all situations. even with squire shield.

about edge of madness, i think it early access would trivialize leveling a little to much so i guess they gonna need to upgrade the rarity tier of the sword if they listen to you.


i like what you did with doon cuebiyari and trypanon.


as i was reading your post i noticed that if ggg thinks its too much, maybe they can add the concept of "Awakened uniques" so the original version of the unique stays and they can add something like "awakened ancient orb" that upgrades a unique into a random awakened unique version.

also despite i support almost all of your ideas, i just got really bored of the bow section, sorry maybe its just me or maybe the bow section needs a heavier rework to catch my eye.

anyways i always support these "rework uniques" posts, they are really fun in general.

thanks for your post!
All of this is very well-done, and the effort is appreciated.

However, ultimately, what makes weapons (and especially two handed weapons) good is having the "T1" level rolls of BOTH flat and % increased damage. Any weapon lacking both will be inferior to true endgame rares. That is just the math, and when you throw in that late-game damage is usually crit-based, and most of these weapons have a 5% base...not good.

The few exceptions are things like Paradoxica, whose double damage and attack speed play very well with flat damage items like Rylatha's Coil and Abyssus. But most endgame items are T1/T1 rares.
Crazy idea - private league with these custom values for uniques implemented???? how cool would that be? I'd love to try these out in game to -feel- the differences. such a cool post. thank you!
prize for top 10 all time forum feedback posts.

You did what multiple developers and designers couldn't do after years of feedback on useless or underused uniques.

I scanned most of them and the vast majority seem totally viable and WAY better than they are currently.
I don't think Balefire "can't use RF" is the way to go, it's too specific and obvious. Also, just having a level 30 SR won't make it awesome. On top of that, the recover life and mana on kill is a direct reference to the Wheel of Time Balefire, so that needs to stay. I'd say something like this is the way to go:

L20-30 SR (unchanged from your rework)
Recover life/mana on kill (same as regular)
75% Less damage while not channeling
(5-20)% More damage while channeling
Vulconus needs Battlemage
Some feedback on your feedback : I think most of the uniques should have a top end that would make them competitive with rares in certain cases and that would give SSF players something to do with divines outside of craft.

I have a feedback post on that : https://www.pathofexile.com/forum/view-thread/3299063/page/1
IGN : Reamus

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