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Unique Gloves in PoE

Unique Gloves in PoE

Complete List of all Unique Gloves in Path of Exile

Unique Gloves in PoE
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Updated for Patch 3.22

The role of Gloves is often to enhance your character's offence or utility, especially in Attack-based builds with modifiers to Attack Speed, added Damage to Attacks, or Accuracy. It's also generally expected of them to have some kind of Resistance with Spell Suppression as their Suffixes and Maximum Life for a Prefix because defences are always your top priority. The list of good Eldritch modifiers that can be applied to them is also long - there's Rage on Hit, extra targeting for Strike Skills, Poison/Bleed/Impale Chance, Exposure, Damage Conversion, or Extra Pierce for Projectiles.

It's vital to mention the importance of Corrupted Implicits that would allow you to apply a Curse on Hit, get one extra Maximum Frenzy Charge, or increase the level of socketed Gems. It's often the edge the Uniques have over Rares - they are very cheap and you can continuously Corrupt them until you get what you want.

For Unique Gloves, it's a highly competitive item slot and the majority of Attack builds will prefer Rare Gloves. Spellcasters are more likely to use Uniqes, but they still need a good reason to choose something like Shaper's Touch, Asenath's Gentle Touch, Kaom's Spirit, or Hands of the High Templar over Rare Gloves with basic defensive stats. Unique Gloves often require a highly specialized build. This list of all the Unique Gloves we've put together should prompt you to explore their potential or explain how they work and why some of the builds use them.

 

Strength Gloves
Lochtonial CaressLochtonial Caress - These are great on nearly any level-1 character due to a wide range of various improvements. The Conduit makes them also useful in a party play or some Minion builds.

Required Level: 1
Required Strength: 6

(6-9) Armour
(10-15)% increased Attack Speed
(10-15)% increased Cast Speed
(15-10)% reduced maximum Mana
(10-15)% chance to gain a Power, Frenzy or Endurance Charge on Kill
Conduit

GiantsbaneGiantsbane - It's not really used in any build as it reduces your Attack Speed, which is undesirable in any Attack build. The most distinguished feature present here is the extra Piercing for Bow Attacks, but it's not something you need that much.

Required Level: 23
Required Strength: 36

Armour: (138-192)
+(30-40) to Strength
Adds (5-8) to (12-16) Physical Damage to Attacks
(80-100)% increased Armour
Iron Grip
10% reduced Attack Speed
Arrows Pierce 2 additional Targets

Meginord's ViseMeginord's Vise - You can use them in a low-level build that employs Melee Strikes, these Gloves will enhance your clear speed due to the extra targeting. It probably won't be needed later on as most such builds pick up Tribal Fury notable anyway which is enough.

Required Level: 35
Required Strength: 52

(290-381) Armour
Melee Strike Skills deal Splash Damage to surrounding targets
+50 to Strength
(150-200)% increased Armour
100% increased Knockback Distance
Melee Hits with Strike Skills always Knockback

Winds of ChangeWinds of Change - These Gloves are quite good in a low-level Projectile-based build, such as Spectral Throw DeadeyeSpark Trickster, or Lightning Strike Berserker. The extra Projectile Speed is great in Spark or Tornado Shot builds, but do replace them later with something with Elemental Resistances and no reduction to Movement Speed.

Required Level: 47
Required Strength: 68

(154-173) Armour
+(30-60) to maximum Life
30% increased Projectile Speed
(10-5)% reduced Movement Speed
10% chance to Knock Enemies Back on hit
(30-50)% increased Projectile Damage

Empire's GraspEmpire's Grasp - Used only in a niche build that siphons all the enemies to you or your Totems, making them easier targets. Most builds, however, prefer simply high damage.

Required Level: 53
Required Strength: 77

(574-800) Armour
Socketed Gems are Supported by Level 10 Knockback
+(400-600) to Armour
Knockback direction is reversed

Atziri's AcuityAtziri's Acuity - It grants tons of Intelligence, great in a build that can also benefit from Maximum Life, Crit Chance, and Vaal Pact Keystone. Vaal Pact enhances your Life Leech but disables Life Regeneration. It can be good in a Slayer build as they usually have little to no Intelligence and specialize in Life Leech.

Required Level: 63
Required Strength: 100

(696-851) Armour
+(60-80) to Intelligence
(40-60)% increased Global Critical Strike Chance
(200-220)% increased Armour
+(60-75) to maximum Life
You have Vaal Pact if you've dealt a Critical Strike Recently

Atziri's AcuityReplica Atziri's Acuity - It's almost exactly the same as Atziri's Acuity, but the Keystone it grants is Perfect Agony instead of Vaal Pact. Almost no build uses this Keystone so these Gloves remain unpopular.

Required Level: 63
Required Strength: 100

(696-851) Armour
+(60-80) to Intelligence
(40-60)% increased Global Critical Strike Chance
(200-220)% increased Armour
+(60-75) to maximum Life
You have Perfect Agony if you've dealt a Critical Strike recently

Craiceann's PincersCraiceann's Pincers - Aspect of the Crab is a very niche Skill and these Gloves don't really improve it that much. We see no reason to use this item.

Required Level: 69
Required Strength: 98

(605-834) Armour
(150-200)% increased Armour
Regenerate (50-70) Life per second
+(30-40)% to Fire Resistance
3% increased Damage per Crab Barrier
10% chance that if you would gain a Crab Barrier, you instead gain up to
your maximum number of Crab Barriers

Kaom's SpiritKaom's Spirit - As of 3.22, the most widely-used Unique Gloves in the game. These are a popular source of Rage which is good in any build. It just requires some kind of Life Regeneration that one can obtain from any Rare Item, a Vitality Aura, or Voll's Vision. It's popular in all kinds of Tornado Shot Deadeye builds as they are often heavily damage-oriented. Keep in mind that Rare Gloves with a proper Eldritch Implicit can also generate Rage, albeit not as fast.

Required Level: 69
Required Strength: 98

(242-278) Armour
+(50-70) to maximum Life
+(20-30)% to Fire Resistance
(0.3-0.5)% of Physical Attack Damage Leeched as Life
Life Recovery from Regeneration is not applied
Regenerate 1 Rage per second for every 100 Life Recovery per second from Regeneration

Veruso's Battering RamsVeruso's Battering Rams - There's quite a lot of Armour, Attack Speed, Movement Speed, some damage, and conditional Shock immunity there. These Gloves, however, lack Maximum Life and Elemental Resistances which are very important. It's only a good choice if you really need that Shock Immunity.

Required Level: 69
Required Strength: 98

(532-778) Armour
(8-13)% increased Attack Speed
(120-180)% increased Armour
(3-5)% increased Movement Speed
50% increased Stun Duration on you
4% increased Melee Damage per Endurance Charge
You cannot be Shocked while at maximum Endurance Charges

Ceaseless FeastCeaseless Feast - Corrosion erodes flat Evasion and Armour, eventually leaving your enemy with neither of both. It can be good in a rapidly attacking Physical Damage build to improve its boss DPS. Not many Physical Damage Attack builds use these as there are superior choices, for example, Rare Gloves with extra Strike targeting or Rage on Hit. We have used it in a Summon Holy Relic Necromancer build.

Required Level: 70
Required Strength: 95

(440-632) Armour
(16-20)% increased Melee Damage
Adds (2-3) to (22-26) Physical Damage to Attacks
(100-150)% increased Armour
(20-30)% chance to inflict Corrosion on Hit with Attacks
(20-30)% chance to gain an Endurance Charge on Hitting an Enemy with no Armour
(20-30)% chance to gain a Frenzy Charge on Hitting an Enemy with no Evasion Rating

HateforgeHateforge - A very expensive pair of gloves - with good enough Rage generation you can bypass the "Cooldown" imposed on all Vaal Skills. It's typically used by Berserkers as they can quickly generate a lot of Rage. It goes along nicely with Vaal Slam Skills like Vaal Earthquake or Vaal Ground Slam.

Required Level: 72
Required Strength: 68

(338-432) Armour
Socketed Gems are Supported by Level 30 Rage
(120-150)% increased Armour
(25-10)% reduced Rage Cost of Skills
Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls
You cannot gain Rage during Soul Gain Prevention

 

Dexterity Gloves
HrimsorrowHrimsorrow - It's used to Convert all Physical Damage to Cold. You can see it often being equipped by Shockwave Totem HierophantsBlade Vortex Occultists, and other characters with a Spell that has base Physical Damage.

Required Level: 9
Required Dexterity: 17

(72-92) Evasion
+(20-30) to Strength
+(40-50) to Evasion Rating
+(20-30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers

Maligaro's VirtuosityMaligaro's Virtuosity - It fixes your Crit Multiplier at 300%, which i higher than the base 150%. Usually, Crit builds can go much higher than 300% Crit Multiplier. These Gloves are only somewhat good if you don't invest in your Crit Multiplier as it's a dead stat now. There are also no defensive stats other than Evasion here. We have used it in Shrapnel Ballista Hierophant which simply has no way to gain any meaningful Crit Multiplier.

Required Level: 21
Required Dexterity: 33

(113-158) Evasion
+(20-30) to Dexterity
5% increased Attack Speed
50% increased Global Critical Strike Chance
(60-80)% increased Evasion Rating
Your Critical Strike Multiplier is 300%

Great Old One's TentaclesGreat Old One's Tentacles - Not many players resort to using these Gloves in their Physical Attack Damage builds, which is the only type of builds in which they are remotely useful. It adds a bit of Flat Physical Damage to Attack, up to 20% Chance to Impale, and a high chance to "detonate" Impaled enemies on kill. Rare Gloves are typically better in such builds.

Required Level: 38
Required Dexterity: 56

(125-148) Evasion
Adds (8-12) to (15-20) Physical Damage to Attacks
+(50-70) to maximum Life
(10-20)% chance to Impale Enemies on Hit with Attacks
50% chance for Impales on Enemies you Kill to Reflect Damage to surrounding Enemies

OskarmOskarm - Used pretty much only in the Accuracy-stacking Lightning Strike Juggernaut build due to the big Accuracy bonus.

Required Level: 52
Required Dexterity: 50

(109-122) Evasion
(30-40)% increased Global Accuracy Rating
+(40-50) to maximum Life
-(20-10)% to Chaos Resistance
+(10-12)% chance to Suppress Spell Damage
Trigger Level 10 Assassin's Mark when you Hit a Rare or Unique Enemy and have no Mark
2% increased Attack Critical Strike Chance per 200 Accuracy Rating

PainseekerPainseeker - It can be used in a mixed Elemental Damage type build. Typically these are the same builds that have a weapon with various types of Added Fire, Cold, or Lightning Damage, and Trinity Support Gem in their skill setup. It also encourages you to invest in Chill and Shock Chance as you're no longer able to apply these with Crits, which would be a shame as Painseeker also improves the Chill and Shock effect. This Blade Flurry Pathfinder is an example of a build in which these Gloves may be good, but in most cases, Rare Gloves are still much better.

Required Level: 54
Required Dexterity: 78

(283-466) Evasion
Adds (16-19) to (25-29) Fire Damage
Adds (16-19) to (25-29) Cold Damage
Adds (6-10) to (33-38) Lightning Damage
(60-120)% increased Evasion Rating
Critical Strikes do not inherently inflict non-Damaging Ailments
Inflict non-Damaging Ailments as though dealing (100-200)% more Damage

Mercenary's LotMercenary's Lot - The idea behind these Gloves is to transfer your Mark to another enemy when the one with it dies. It may seem good as you can only have one Mark on one enemy at any given time, but it's usually only the Rare and Unique monsters that you want to Mark, they are surrounded by white or blue enemies that will die instantly anyway. You can just link your Mark to Mark on Hit Support Gem and call it a day.

Required Level: 70
Required Dexterity: 95

(322-398) Evasion
+(80-120) to Evasion Rating
(5-8)% increased Attack and Cast Speed
Mark Skills have (10-15)% increased Cast Speed
(30-50)% increased Damage with Hits and Ailments against Marked Enemy
Your Mark transfers to another Enemy when Marked Enemy dies

 

Intelligence Gloves
Sadima's TouchSadima's Touch - There's barely anything here, but the 10% of increased Quantity is enough for Magic Find builds, it's the most important stat for them.

Required Level: 11
Required Intelligence: 9

(23-25) Energy Shield
Adds 4 to 8 Fire Damage to Attacks
Adds 1 to 13 Lightning Damage to Attacks
+18 to maximum Energy Shield
(5-10)% increased Quantity of Items found

Doedre's TenureDoedre's Tenure - Good for low-level Spell Casters due to the increased Spell Damage, but the reduced Cast Speed will become a major downside down the line.

Required Level: 12
Required Intelligence: 21

(10-13) Energy Shield
+(20-50) to Intelligence
100% increased Spell Damage
(25-15)% reduced Cast Speed

Asenath's Gentle TouchAsenath's Gentle Touch - You can use these in any Bleed or Poison build to inflict Temporal Chains on Hit. It increases DoT Damage. It's also great due to the explosions. This Spark Trickster build is a good example of a build that benefits from these.

Required Level: 25
Required Intelligence: 39

(18-23) Energy Shield
+(20-30) to Intelligence
+(60-80) to maximum Life
+(60-80) to maximum Mana
Curse Enemies with Temporal Chains on Hit
Non-Aura Curses you inflict are not removed from Dying Enemies
Enemies near corpses affected by your Curses are Blinded
Enemies Killed near corpses affected by your Curses explode, dealing 3% of their Life as Physical Damage

Vixen's EntrapmentVixen's Entrapment - Used in Doom Blast builds. It quickly applies all socketed Curses each time you cast some other Curse Skill, typically supported by Impending Doom and Spell Cascade.

Required Level: 36
Required Intelligence: 54

(75-118) Energy Shield
Trigger Socketed Curse Spell when you Cast a Curse Spell, with a 0.25 second Cooldown
+(50-90) to maximum Energy Shield
0.2% of Spell Damage Leeched as Energy Shield for each Curse on Enemy
You can apply an additional Curse
Curse Skills have (10-20)% increased Cast Speed

AllelopathyAllelopathy - Grants you a high-level Blight Skill that you can support with four Support Gems. It's not particularly useful, most players, if they would want to include a utility Blight setup, would simply use the Skill Gem, often the Vaal version of it. However, a lot of non-Poison Chaos DoT builds use many Chaos DoT Skills like Essence Drain or Soulrend as each individual Skill is another separate instance of DoT. We have used it in our Vaal Blight/Essence Drain CI Trickster.

Required Level: 41
Required Intelligence: 60

(56-72) Energy Shield
Grants Level 22 Blight Skill
(100-120)% increased Energy Shield
10% increased Area of Effect
Blight has (20-30)% increased Hinder Duration
You cannot be Hindered

AllelopathyReplica Allelopathy - It's a bit less useful than the original. Wintertide Brand is a Cold DoT Skill that can be added to your Cold DoT Build alongside Vortex or Creeping Frost, as each instance of Cold DoT from separate Skills is stackable. Still, we recommend simply using Wintertide Skill Gem.

Required Level: 41
Required Intelligence: 60

(56-72) Energy Shield
Grants Level 22 Wintertide Brand Skill
(100-120)% increased Energy Shield
10% increased Area of Effect
Immune to Chill
Wintertide Brand has (20-30)% increased Chill Effect

Demon StitcherDemon Stitcher - Used mostly to quickly gain a lot of Energy Shield, which is great if you cannot easily Regenerate, Recharge, or Leech it. It is often the case if you're using Shavronne's Revelation or Mahuxotl's Machination. The sacrificed Life doesn't count as damage taken. You cannot die from sacrificing too much of it, but be mindful of Chaos Damage that always penetrates ES. It's good in Hybrid builds with a lot of Life and ES alike.

Required Level: 41
Required Intelligence: 60

(128-153) Energy Shield
(15-20)% increased Cast Speed
+(100-120) to maximum Energy Shield
+(100-120) to maximum Life
Sacrifice (5-25)% of Life to gain that much Energy Shield when you Cast a Spell

Kalisa's GraceKalisa's Grace - If you can consistently uphold the Crit Chance bonus, which is actually quite significant, it's an okay item for a low-level build. Spending 800 Mana every 2 seconds is challenging - it requires a lot of Cast Speed, expensive Spells (you can't use Eldritch Battery to bypass the requirement), and Mana Recovery. Usually, Mana-stacking builds use Shaper's Touch. Other builds Reserve too much Mana or try to reduce the Cost of their Skills to 0 so it's not a popular choice.

Required Level: 55
Required Intelligence: 68

(82-117) Energy Shield
Socketed Gems are Supported by Level 18 Faster Casting
+(20-30) to Intelligence
+(50-80) to maximum Energy Shield
+(50-70) to maximum Life
Gain +2% to Critical Strike Chance for 2 seconds after Spending a total of 800 Mana

Kalisa's GraceReplica Kalisa's Grace - It's bad, the increased AoE typically does not translate to damage. Activating this effect is also difficult.

Required Level: 55
Required Intelligence: 68

(82-117) Energy Shield
Socketed Gems are Supported by Level 18 Unleash
+(20-30) to Intelligence
+(50-80) to maximum Energy Shield
+(50-70) to maximum Life
Gain 40% increased Area of Effect for 2 seconds after Spending a total of 800 Mana

VoidbringerVoidbringer - Its notable feature is granting you ES on Kill while removing your Mana when you use a Skill, so it's the most useful with Eldritch Battery Keystone. The extra Level to Elemental Gems may also be good for Auras socketed here. However, it's still bad - Energy Shield on kill can be gained from Soul Thief notable, ES Leech, or it's often not needed at all. It has no effect during one-on-one fights.

Required Level: 55
Required Intelligence: 79

(103-154) Energy Shield
+1 to Level of Socketed Elemental Gems
(125-150)% increased Critical Strike Chance for Spells
(180-250)% increased Energy Shield
Lose (40-80) Mana when you use a Skill
Gain (15-20) Energy Shield per Enemy Killed

Grip of the CouncilGrip of the Council - Used in Minions builds whose base damage is Physical. It grants them a lot of extra Cold Damage. Most commonly it is used by Guardians with Unwavering Crusade to create an Elemental/Cold Damage Minion build - Hatred granted by this passive is quite similar to what these Gloves offer. You can use it with Zombies, Skeletons, Raging Spirits, Herald of Purity, Dominating Blow, or Absolution.

Required Level: 60
Required Intelligence: 95

(45-52) Energy Shield
+30 to Strength
+(30-50) to maximum Life
+(20-40)% to Cold Resistance
Minions have 10% reduced Movement Speed
Minions have +40% to Cold Resistance
Minions gain 20% of Physical Damage as Extra Cold Damage

Grip of the CouncilReplica Grip of the Council - It's not as popular as the original, but the target audience is very similar. It grants a huge bonus to Fire Damage instead of Cold Damage which doesn't matter if you're not specialized in any particular type of Elemental Damage. It reduces Minions' Maximum Life which is probably less desirable than the reduction to Movement Speed because it may cause your Zombies or Animated Guardian to die more often.

Required Level: 62
Required Intelligence: 159

(190-230) Energy Shield
+30 to Strength
+(30-50) to maximum Life
+(20-40)% to Fire Resistance
Minions have 10% reduced maximum Life
Minions have +40% to Fire Resistance
Minions gain 20% of Physical Damage as Extra Fire Damage

Black ZenithBlack Zenith - It allows you to create a powerful setup for a Projectile Spell to be used on a four-second Cooldown. It's not a popular pair of Gloves as most players prefer to use their main damaging Spell constantly. You can, however, bypass the Cooldown limitation by using a Channelling Projectile Spell linked to a Movement Skill and Cast while Channeling Support Gem, as we did in our Black Zenith Winter Orb Occultist build.

Required Level: 70
Required Intelligence: 95

(108-145) Energy Shield
(12-16)% increased Spell Damage
Socketed Projectile Spells deal 150% more Damage with Hits
Socketed Projectile Spells have +4 seconds to Cooldown
Socketed Projectile Spells fire 4 additional Projectiles
Socketed Projectile Spells fire Projectiles in a circle
Socketed Projectile Spells have 80% less Skill Effect Duration
(140-180)% increased Energy Shield

 

Armour/Evasion Gloves

Flesh and SpiritFlesh and Spirit - One of very few sources of Rampage. That doesn't make them good. It works best (grants you some Life and more Vaal Souls) if you enter the Rampage, but the nature of this buff is that you don't want it to end in the first place.

Required Level: 15
Required Strength: 14
Required Dexterity: 14

(50-81) Armour
(50-81) Evasion
(6-9)% increased Attack Speed
(80-120)% increased Armour and Evasion
Regenerate (3-4) Life per second
Recover 20% of Life on Rampage
Kills grant an additional Vaal Soul if you have Rampaged Recently
Rampage

SlitherpinchSlitherpinch - Use it only on a low-level Attack-based Character that could use some Life and Mana Leech. It's no good in any other case.

Required Level: 27
Required Strength: 22
Required Dexterity: 22

(50-62) Armour
(80-124) Evasion
+(40-50) to Dexterity
(5-10)% increased Attack Speed
(60-100)% increased Evasion Rating
0.6% of Physical Attack Damage Leeched as Life
0.4% of Physical Attack Damage Leeched as Mana

Vaal CaressVaal Caress - Increases the Gem Level of socketed Vaal Skills by 5, even if you use only the non-Vaal component of it. It also reduces the level of any Support Gems and non-Vaal Skill Gems, so the best way to utilize it would be to socket 4 Vaal Skill Gems here. Auras don't need to be linked to anything so a lot of Aura-stacking characters do just that. You can also Corrupt them for another 4 additional levels (via double Corruption) to some Skills (such as Aura, Duration, or AoE Gems), so technically you can get a level 30 Skill Gem with no global modifiers this way.

Required Level: 27
Required Strength: 22
Required Dexterity: 22

(110-148) Armour
(110-148) Evasion
+5 to Level of Socketed Vaal Gems
-5 to Level of Socketed Non-Vaal Gems
(120-140)% increased Armour and Evasion
+(50-70) to maximum Life
+40% to Cold Resistance
You gain Onslaught for 20 seconds on using a Vaal Skill

AurseizeAurseize - We see no use for these Gloves, not even MF characters value the extra Rarity.

Required Level: 36
Required Strength: 29
Required Dexterity: 29

(91-120) Armour
(91-120) Evasion
(40-60)% increased Armour and Evasion
(40-50)% increased Rarity of Items found
+15% to all Elemental Resistances
5% reduced Movement Speed

TombfistTombfist - Used most commonly in an Abyss-stacking breed of Tornado Shot builds to fit in more Abyss Jewels. The Sockets and Attack Speed are usually enough but you can fish for the modifiers such as Onslaught On Kill, Blind or Maim on Hit there.

Required Level: 36
Required Strength: 29
Required Dexterity: 29

(65-75) Armour
(65-75) Evasion
Has 1 or 2 Abyssal Sockets
(5-10)% increased Attack Speed
<2 random Abyss Jewel-dependent modifiers>

HaemophiliaHaemophilia - The best Gloves for a Corrupting Fever/Reap Champion. It's excellent for such Bleed builds due to explosions and increased DoT.

Required Level: 43
Required Strength: 34
Required Dexterity: 34

(78-87) Armour
(78-87) Evasion
+(20-30) to Strength
25% increased Damage over Time
Attacks have 25% chance to cause Bleeding
(25-40)% increased Attack Damage against Bleeding Enemies
Bleeding Enemies you Kill Explode, dealing 5% of their Maximum Life as Physical Damage
25% reduced Bleeding Duration

Tanu AhiTanu Ahi - One of the very few sources of Adrenaline, which is a potent buff. These Gloves are good if you constantly use a Skill that removes a portion of your Life so that you can Leech it back right after, preferably one with high Attack or Cast Speed as the chance of gaining this buff is only 10%. The build where you should use these is a Stunning Boneshatter Slayer or Boneshatter Juggernaut.

Required Level: 39
Required Strength: 38
Required Dexterity: 38

(176-260) Armour
(176-260) Evasion
(8-12)% increased Attack Speed
(100-150)% increased Armour and Evasion
(2-3)% of Physical Attack Damage Leeched as Life
10% chance to gain Adrenaline for 2 Seconds when Leech is removed by Filling Unreserved Life
10% chance to gain Onslaught for 4 Seconds when Leech is removed by Filling Unreserved Life

WyrmsignWyrmsign - Wyrmsign Gloves are not particularly good, but you can still use them to gain Rampage, given you can generate Endurance Charges. Rampage is usually not that good to justify wearing these Gloves.

Required Level: 49
Required Strength: 38
Required Dexterity: 38

(193-270) Armour
(193-270) Evasion
Socketed Gems are Supported by Level 5 Concentrated Effect
(120-160)% increased Armour and Evasion
+(50-70) to maximum Life
4% reduced Mana Cost per Endurance Charge
Gain Rampage while at Maximum Endurance Charges
Lose all Endurance Charges when Rampage ends

BreathstealerBreathstealer - The Blighted Spores it creates after you kill a Rare Monster provide you and your Allies with a random Aura. It's good only if you plan to kill a lot of Rare Monsters next to each other (it's good with Abyss, Rituals, or Expedition), and if you will actually benefit from these Auras. It works best in some sort of Physical-to-Elemental Damage Conversion, or random Elemental Damage build that can benefit from Hatred, Anger, and Wrath. We have used it in our Summon Skeleton Mages Necromancer build.

Required Level: 59
Required Strength: 45
Required Dexterity: 45

(212-305) Armour
(212-305) Evasion
(100-150)% increased Armour and Evasion
+(30-50) to maximum Mana
+(10-16)% to all Elemental Resistances
(5-10)% increased Attack and Cast Speed
Create a Blighted Spore when your Skills or Minions Kill a Rare Monster

Farrul's PounceFarrul's Pounce - We see no use for these Gloves. Bleed Builds can simply grab the Crimson Dance Keystone if they want to as it's close to all the Bleed Damage nodes on the Skill Tree. Cat Stealth won't be active constantly so the guaranteed 100% chance to cause Bleeding won't work half the time.

Required Level: 59
Required Strength: 45
Required Dexterity: 45

(212-292) Armour
(212-292) Evasion
(100-140)% increased Armour and Evasion
+(50-70) to maximum Life
+(400-500) to Accuracy against Bleeding Enemies
Attacks always inflict Bleeding while you have Cat's Stealth
(40-50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth

GravebindGravebind - In many cases, these are build-enabling Gloves. It's usually in Minion builds, where your character has to trigger on-kill Effects. Arakaali's Spider Summoner or Herlad of Purity Necromancer builds need them to summon their Minions in the first place. You can also put them on your Animated Guardian for some unique interactions. To learn more, visit our Animated Guardian - Best Items and Setups Guide.

Required Level: 59
Required Strength: 45
Required Dexterity: 45

(212-305) Armour
(212-305) Evasion
(100-150)% increased Armour and Evasion
+(19-29)% to Chaos Resistance
Gain (15-25) Life per Enemy Killed
Nearby Enemies Killed by anyone count as being Killed by you instead

SurgebindersSurgebinders - These Gloves are used mostly in Charge-stacking builds for the extra damage. It's especially good in Discharge builds with Power and Frenzy Charges. See our Cast on Death Discharge Occultist or Discharge Assassin builds for more information.

Required Level: 67
Required Strength: 51
Required Dexterity: 51

(229-291) Armour
(229-291) Evasion
(90-110)% increased Armour and Evasion
(4-7)% increased Elemental Damage per Frenzy Charge
(4-7)% increased Physical Damage per Endurance Charge
(4-7)% increased Spell Damage per Power Charge
10% chance to Steal Power, Frenzy, and Endurance Charges on Hit

 

Armour/Energy Shield Gloves

Shackles of the WretchedShackles of the Wretched - You can use them to Curse your character. Self-curse may work with Chains of Emancipation, Doryani's Prototype,  or Self-Flagellation builds. Temporal Chains is also a popular Curse to be afflicted with due to the reduced expiration rate of effects, including buffs.

Required Level: 7
Required Strength: 8
Required Intelligence: 8

(14-20) Armour
(4-6) Energy Shield
Hexes applied by Socketed Curse Skills are Reflected back to you
(40-60)% increased Stun and Block Recovery
You cannot be Chilled for 3 seconds after being Chilled
You cannot be Frozen for 3 seconds after being Frozen
You cannot be Ignited for 3 seconds after being Ignited
You cannot be Shocked for 3 seconds after being Shocked
You grant (4-6) Frenzy Charges to allies on Death

Triad GripTriad Grip - Used to convert Minions' Physical Damage to any other type of damage. You may see it being used in classic Zombie or Skeleton builds with four Green Sockets and a powerful Hatred Aura that sources extra Cold Damage from base Physical Damage. It can also be used by Guardians with Unwavering Crusade where you prefer your Minions to deal Elemental Damage rather than Physical Damage.

Required Level: 32
Required Strength: 26
Required Intelligence: 26

(104-147) Armour
(21-30) Energy Shield
(80-120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5-10)% chance to Freeze, Shock and Ignite

Command of the PitCommand of the Pit - It's used in Spell-oriented Abyss-stacking builds as it grants you two extra Abyss Sockets, Arcane Surge, and a bit of Cast Speed. We have used it in our Abyss Stacking Ethereal Knives Ascendant.

Required Level: 37
Required Strength: 29
Required Intelligence: 29

(67-77) Armour
(14-16) Energy Shield
Has 1 or 2 Abyssal Sockets
(6-10)% increased Cast Speed
(4-6)% increased maximum Life
With a Ghastly Eye Jewel Socketed, Minions have +1000 to Accuracy Rating
With a Hypnotic Eye Jewel Socketed, gain Arcane Surge on Hit with Spells

Hand of the FerventHand of the Fervent - We see no use for these Gloves. It causes your character to take Physical DoT in exchange for Overwhelming a bit of Physical Damage Reduction. 15% is not a lot.

Required Level: 43
Required Strength: 34
Required Intelligence: 34

(132-211) Armour
(27-43) Energy Shield
(70-130)% increased Armour and Energy Shield
+(50-70) to maximum Life
Gain Sacrificial Zeal when you use a Skill, dealing you 150% of the Skill's Mana Cost as Physical Damage per Second
Hits Overwhelm (10-15)% of Physical Damage Reduction while you have Sacrificial Zeal

Volkuur's GuidanceVolkuur's Guidance (Fire) - The most popular Volkuur's Guidance. Used in builds where you deal a lot of Ignite Damage - it's where you already invested in Damage over Time modifiers. This way you can get some extra Poison damage on top of Burning Damage. It's great when combined with Incandescent Heart in Cremation builds where you scale the base damage off of Corpses' Life. You can even combine with Blackflame Ring to deal only Chaos Damage with your Ignites.

Required Level: 43
Required Strength: 34
Required Intelligence: 34

(78-92) Armour
(16-19) Energy Shield
Adds (16-20) to (25-30) Fire Damage to Spells and Attacks
+(50-70) to maximum Life
+(30-40)% to Fire Resistance
Your Fire Damage can Poison
50% less Poison Duration
Fire Skills have 20% chance to Poison on Hit

Volkuur's GuidanceVolkuur's Guidance (Lightning) - It can be used to create a Poison build using only Lightning Damage, but most players simply Convert their Lightning Damage to Chaos via Voltaxic Rift. The 50% less Poison Duration penalty is quite significant.

Required Level: 43
Required Strength: 34
Required Intelligence: 34

(78-92) Armour
(16-19) Energy Shield
Adds (1-3) to (42-47) Lightning Damage to Spells and Attacks
+(50-70) to maximum Life
+(30-40)% to Lightning Resistance
Your Lightning Damage can Poison
50% less Poison Duration
Lightning Skills have 20% chance to Poison on Hit

Volkuur's GuidanceVolkuur's Guidance (Cold) - These Gloves may be used to cause Poison with your Cold Damage Skill with no need to Convert this Damage to Chaos first. It's not a good idea to do so because of the "50% less Poison Duration" modifier that reduces your Poison DPS. Remember you can also use a Pneumatic Dagger, Beacon of Madness, or Inextricable Fate.

Required Level: 43
Required Strength: 34
Required Intelligence: 34

(78-92) Armour
(16-19) Energy Shield
Adds (16-20) to (25-30) Cold Damage to Spells and Attacks
+(50-70) to maximum Life
+(30-40)% to Cold Resistance
Your Cold Damage can Poison
50% less Poison Duration

Volkuur's GuidanceReplica Volkuur's Guidance - If you wish to Ignite with your Chaos Damage, use these. Currently, there's no good reason to do so as the biggest Ignites come from Skills that deal base Fire Damage anyway (Detonate Dead or Death Wish) Or Skills whose majority of damage can be Converted to Fire to benefit from Elementalist's Shaper of Flames. It may be good in builds with high Chaos Damage per Hit (by linking a Spell to the Sacrifice Support) but this idea is yet to be explored.

Required Level: 43
Required Strength: 34
Required Intelligence: 34

(78-92) Armour
(16-19) Energy Shield
Adds (17-23) to (29-31) Chaos Damage
+(50-70) to maximum Life
+(29-41)% to Chaos Resistance
Your Chaos Damage can Ignite
Chaos Skills have 20% chance to Ignite
50% less Ignite Duration

SouthboundSouthbound - You can either use them in a regular Cold Damage Freezing build where you're confident you can Freeze even bosses, as we did in our Frost Blades Perma-freeze Raider, or you can equip your Animated Guardian with these, as the 16% increased Maximum Life is very efficient there. The added Cold Damage bonus is equal to that of a level 14 to 15 Added Cold Damage Support.

Required Level: 51
Required Strength: 40
Required Intelligence: 40

(92-103) Armour
(19-21) Energy Shield
Adds (60-72) to (88-100) Cold Damage to Attacks
(12-16)% increased maximum Life
+(40-50)% to Cold Resistance
100% increased Freeze Duration on Enemies
Your Hits can only Kill Frozen Enemies

Null and VoidNull and Void - It has the Rampage buff, some Maximum Life, and Strength. Upon entering Rampage you gain immunity to Physical Damage for 1.5 seconds, which is definitely great, but impossible to proc deterministically or often. These are not particularly good.

Required Level: 57
Required Strength: 44
Required Intelligence: 44

(257-338) Armour
(52-70) Energy Shield
+(20-30) to Strength
(150-180)% increased Armour and Energy Shield
+(50-70) to maximum Life
(20-40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage

Offering to the SerpentOffering to the Serpent - Their unique selling point here is the "Life overleech" that normally you can only gain from Slayer's Brutal Fervour or Immortal Ambition. It will cause to to recover Life even after you stop dealing damage, which is good in a lot of many different builds that rely entirely on Leech for Life recovery. It's still not a very popular item as the recovery rate of Leech is bottlenecked by other variables.

Required Level: 57
Required Strength: 44
Required Intelligence: 44

(257-363) Armour
(52-75) Energy Shield
<One to three random Synthesis implicit modifiers>
+(15-25) to all Attributes
(150-200)% increased Armour and Energy Shield
50% reduced Maximum Recovery per Life Leech
(6-10)% increased Attack and Cast Speed
(15-25)% increased Damage while Leeching
Life Leech effects are not removed when Unreserved Life is Filled

Doryani's FistDoryani's Fist - It's your Weapon, Attack Skill, and Gloves all in one item. The Doryani's Touch is a Slam-type attack with enormous AoE and the effectiveness of added Damage to make up for the lack of a Weapon. We've made a quite good build around it - Doryani's Touch Berserker.

Required Level: 63
Required Strength: 100
Required Intelligence: 0

(232-266) Armour
(80-100) Energy Shield
Grants Level 20 Doryani's Touch Skill
+(80-100) to maximum Energy Shield
30% chance to Shock
Adds (150-225) to (525-600) Lightning Damage to Unarmed Melee Hits
Adds (90-135) to (315-360) Lightning Damage to Spells while Unarmed
+(200-250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments

Saqawal's WindsSaqawal's Winds - Used only in a Twister build to reduce the Cooldown of Avian's Might. The bonus to Cold and Lightning Damage is quite low, but overall the Gloves are alright in an Elemental Damage build that uses Aspect of the Avian for some reason.

Required Level: 64
Required Strength: 40
Required Intelligence: 40

(220-288) Armour
(45-58) Energy Shield
(140-180)% increased Armour and Energy Shield
+(30-60) to maximum Life
+(20-25)% to Cold and Lightning Resistances
+(-2-2) seconds to Avian's Might Duration
Adds (20-25) to (37-40) Cold Damage while you have Avian's Might
Adds (1-3) to (55-62) Lightning Damage while you have Avian's Might

Hands of the High TemplarHands of the High Templar - The ability to modify them while Corrupted allows you to add Corrupted Implicits until it "bricks" into a Rare item or until there are 5 of them. The base stats are not good enough. Some of the best Corrupted Implicits are multiple Curses on Hit, Maximum Frenzy Charge, or local modifiers to socketed Gem Level allowing you to create a powerful Aura setup. These are quite popular in Spark builds. You can also equip your Animated Guardian with these as a bonus to Maximum Life (combined with Windcream and two Curses on Hit) is very effective on them.

Required Level: 66
Required Strength: 51
Required Intelligence: 51

(302-417) Armour
(62-84) Energy Shield
Can be modified while Corrupted
Can have up to 5 Implicit Modifiers while Item has this Modifier
(150-200)% increased Armour and Energy Shield
(7-12)% increased maximum Life
+(20-30)% to Fire and Lightning Resistances

RepentanceRepentance - These Gloves have a lot of Energy Shield and Armour, but what is more interesting is the increased Strength, making them a potential candidate for any Strength-stacking build. Even so, most such builds use Rare Gloves as they offer Attack Speed, increased damage per Strength, Life, Resistances, Rage on Hit, or Accuracy. The high Intelligence requirement is also deterring.

Required Level: 66
Required Strength: 306
Required Intelligence: 306

(605-834) Armour
(125-168) Energy Shield
(400-500)% increased Armour and Energy Shield
500% increased Attribute Requirements
(6-12)% increased Strength
Iron Will

Shaper's TouchShaper's Touch - These are popular in a lot of Attribute-stacking builds, especially among Inquisitors that already have a lot of Strength and Intelligence due to Righteous Providence. Here, it grants a lot of Accuracy, Mana, ES, and Evasion. We have used these in Eye of Winter CoC Mjölner InquisitorMjölner CoC Ball Lightning InquisitorEnergy Blade "Jedi Master" Inquisitor, or Manabond Mjölner Hierophant. It's the most efficient way to get tons of Mana or Energy Shield.

Required Level: 66
Required Strength: 51
Required Intelligence: 51

(217-305) Armour
(45-61) Energy Shield
(80-120)% increased Armour and Energy Shield
+4 Accuracy Rating per 2 Intelligence
+1 Life per 4 Dexterity
+1 Mana per 4 Strength
1% increased Energy Shield per 10 Strength
2% increased Evasion Rating per 10 Intelligence
2% increased Melee Physical Damage per 10 Dexterity

 

Energy Shield/Evasion Gloves
Ondar's ClaspOndar's Clasp - We cannot find a good reason to use these unless it's to level up a character quicker due to the added damage and a lot of Attack Speed. Just be sure you can stay on Full Life, for example with Leech and Immortal Ambition.

Required Level: 5
Required Dexterity: 6
Required Intelligence: 6

(11-15) Evasion
(3-5) Energy Shield
30% increased Attack Speed when on Full Life
Adds (1-4) to (30-50) Lightning Damage to Attacks
+(100-200) to Accuracy Rating
20% increased Movement Speed when on Low Life

FacebreakerFacebreaker - A build-defining item that grants you a lot more damage while your character is not wielding any Weapon. Weapons are great sources of Flat damage, so in the case of these Gloves, there's not much to gain more of. That's why such builds need a lot of Flat damage from other items and Tattoos to compete with regular builds. We have used them in Eartshatter Champion and Facebreaker Cyclone Champion builds.

Required Level: 16
Required Dexterity: 14
Required Intelligence: 14

(30-39) Evasion
(7-9) Energy Shield
+30% to Global Critical Strike Multiplier
10% reduced Enemy Stun Threshold
(600-800)% more Physical Damage with Unarmed Melee Attacks
Extra gore

Aukuna's WillAukuna's Will - A very interesting pair of Gloves. It enhances your Zombies with a lot of Maximum Life, lets you spawn them with no Corpses, and treats them as if they are one. It makes them useful in some sort of Minion Instability or Death Wish/Detonate Dead build where you treat your Minions as ammo. It's where you scale your damage off of Minions' Maximum Life. The ability to target them with Detonate Dead, Bodyswap, Volatile Dead, or Cremation is definitely useful and presents an alternative to Desecrate or exploding Raging Spirits.

Required Level: 31
Required Dexterity: 25
Required Intelligence: 25

(114-162) Evasion
(24-35) Energy Shield
+(30-40) to Dexterity
(5-7)% increased Cast Speed
(100-150)% increased Evasion and Energy Shield
Raised Zombies have (80-100)% increased maximum Life
Raise Zombie does not require a corpse
Your Raised Zombies count as corpses

Shadows and DustShadows and Dust - Probably the best Rampage Gloves due to the high Crit Multiplier and Crit Chance. Mana Leech is also good in a lot of Attack builds. We have used these in our Vengeance Slayer, but you can wear them on any clear-speed-oriented character. These often use Skills such as Tornado Shot or Kinetic Blast.

Required Level: 31
Required Dexterity: 25
Required Intelligence: 25

(114-149) Evasion
(24-32) Energy Shield
(20-30)% increased Global Critical Strike Chance
+(20-30)% to Global Critical Strike Multiplier
(100-130)% increased Evasion and Energy Shield
0.2% of Physical Attack Damage Leeched as Mana
Creates a Smoke Cloud on Rampage
Gain Unholy Might for 3 seconds on Rampage
Rampage

Abhorrent InterrogationAbhorrent Interrogation - It's good in an Elemental Damage build that cannot afford to invest in Elemental Penetration, and one that cannot Ignore enemies' Resistances (as is the case with Inevitable Judgement). You can still lower your enemies' Resistances with Scorch, Hexes, and Exposure. Withered stacks up to 15, resulting in 60% increased damage taken, but achieving this many stacks may be difficult in a regular build as one Withered stack lasts only two seconds. We recommend using a Skill that Hits multiple times per Cast/Attack (like Ball Lightning), or just getting a lot of Attack/Cast Speed. You can't bypass it by using a different Skill setup dedicated to stacking up Withered. It's excellent with Rakiata's Dance.

Required Level: 45
Required Dexterity: 35
Required Intelligence: 35

(162-227) Evasion
(34-47) Energy Shield
(100-150)% increased Evasion and Energy Shield
(5-7)% increased Attack and Cast Speed
(20-25)% chance to inflict Withered for 2 seconds on Hit
Enemies take 4% increased Elemental Damage from your Hits for each Withered you have inflicted on them
Your Hits cannot Penetrate or ignore Elemental Resistances

Architect's HandArchitect's Hand - These are meant to be used in Trap builds that don't plan on gathering Trap Throwing Speed, but Cast Speed instead. It's good in builds with a lot of Frenzy Charges as these grant you Cast Speed, and other sources of Cast Speed such as Onslaught, or Void Batteries. A lot of players prefer the upgraded version of this item - Slavedriver's Hand.

Required Level: 45
Required Dexterity: 35
Required Intelligence: 35

(243-318) Evasion
(51-66) Energy Shield
+(30-40) to Dexterity
(200-250)% increased Evasion and Energy Shield
(30-20)% reduced Trap Throwing Speed
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
(4-6)% chance to throw up to 4 additional Traps

Slavedriver's HandSlavedriver's Hand - Used in all kinds of Trap builds. Cast Speed can be easily sourced from Frenzy Charges and Onslaught. You will no longer need to worry about the Mana Cost of Skill as Traps Cost Life instead. Their AoE is increased, and you have a chance to gain Charges when any of your Traps are Triggered by an Enemy. It allows you to throw a lot of Traps very quickly.

Required Level: 45
Required Dexterity: 35
Required Intelligence: 35

(243-318) Evasion
(51-66) Energy Shield
+(30-40) to Dexterity
(200-250)% increased Evasion and Energy Shield
(30-20)% reduced Trap Throwing Speed
Skills which throw Traps Cost Life instead of Mana
Skills used by Traps have (10-20)% increased Area of Effect
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
10% chance to gain an Endurance, Frenzy or Power Charge when any of your Traps are Triggered by an Enemy

StormseekerStormseeker - Rarely used. There's not much here except for the increased Chill and Shock effects, and only while Leeching ES or Mana. We see no good reason to wear them.

Required Level: 45
Required Dexterity: 35
Required Intelligence: 35

(81-91) Evasion
(57-79) Energy Shield
+(40-60) to maximum Energy Shield
+(40-60) to maximum Mana
(60-100)% increased Effect of Chills you inflict while Leeching Mana
(60-100)% increased Effect of Shocks you inflict while Leeching Energy Shield
Unaffected by Chill while Leeching Mana
Unaffected by Shock while Leeching Energy Shield

Algor MortisAlgor Mortis - A very popular pair of Gloves in builds where you deal mostly Lightning Damage while also being able to create Chilling Areas. The easiest way to create Chilling Areas is with Vortex - it has no Cast Time and low Cooldown. Enemies standing there will deal less and take increased damage. You can use them in builds like Absolution Summoner Necromancer or basically any Lightning Damage build that can afford to approach enemies it wants to kill (if you don't use Vortex, you will have to Cast some other Spell such as Cold Snap or Creeping Frost, which is inefficient).

Required Level: 50
Required Dexterity: 39
Required Intelligence: 39

(90-101) Evasion
(69-91) Energy Shield
+(50-70) to maximum Energy Shield
+(15-20)% to Cold and Lightning Resistances
(20-30)% chance to Sap Enemies in Chilling Areas
Enemies in your Chilling Areas take (25-35)% increased Lightning Damage
(15-20)% increased Effect of Non-Damaging Ailments

Fenumus' WeaveFenumus' Weave - These are okay for a close-range Chaos Damage build using Aspect of the Spider, like this Poisonous Concoction Pathfinder.

Required Level: 50
Required Dexterity: 39
Required Intelligence: 39

(198-272) Evasion
(41-56) Energy Shield
Grants Level 20 Aspect of the Spider Skill
(120-170)% increased Evasion and Energy Shield
+(40-50) to maximum Life
(6-9)% increased Attack and Cast Speed
(40-60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
Adds (8-10) to (13-15) Chaos Damage for each Spider's Web on the Enemy

Soul AscensionSoul Ascension - The Soul Eater is a powerful stackable buff which gives you 5% increased Attack Speed and 5% increased Cast Speed per stack. With these Gloves, you can gain it on Hit against Unique bosses once every second. It's not that good as a lot of pinnacle bosses have long invulnerability phases. Other bosses should be killed in two seconds. It can be good against Atziri, Maven, Delve Bosses, or Uber Elder as these bosses don't disappear and you can Hit them during their invulnerability phases.

Required Level: 50
Required Dexterity: 39
Required Intelligence: 39

(198-252) Evasion
(41-52) Energy Shield
(120-150)% increased Evasion and Energy Shield
+(17-29)% to Chaos Resistance
Eat a Soul when you Hit a Unique Enemy, no more than once every second
Lose an Eaten Soul every 3 seconds while no Unique Enemy is in your Presence
Maximum 50 Eaten Souls

The EmbalmerThe Embalmer - It has to compete with Asenath's Gentle Touch and Snakebite for the same niche, that is for Poison builds. It increases Poison Duration, adds Chaos Damage, has some Maximum Life, and Chaos Resistance which is good already. The built-in Vile Toxins Support Gem may enable some sort of secondary setup, but almost every Poison build uses only one Skill to deal most of the overall damage, socketed in a Weapon or Body Armour where it can be 6-linked, so these Gloves are not quite as useful in this regard. You can consider them as a budget option for any Poison build.

Required Level: 50
Required Dexterity: 39
Required Intelligence: 39

(90-101) Evasion
(19-21) Energy Shield
Socketed Gems are Supported by Level 20 Vile Toxins
Adds (13-17) to (23-29) Chaos Damage
+(50-70) to maximum Life
+(17-29)% to Chaos Resistance
(20-25)% increased Poison Duration

Blasphemer's GraspBlasphemer's Grasp - Only good in DoT Builds with a lot of Elder Items equipped, especially after combining it with a Skill that deals base Physical Damage and Replica Eternity Shroud while wearing only Elder Items. These builds are not popular and very expensive, especially after the introduction of Original Sin which put them out of business.

Required Level: 58
Required Dexterity: 45
Required Intelligence: 45

(260-369) Evasion
(52-75) Energy Shield
+(40-50) to Dexterity
(150-200)% increased Evasion and Energy Shield
+(50-60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items

Entropic DevastationEntropic Devastation - A build-defining item for an Impale Spellcaster. It requires a pure Physical Damage Spell with a high Hit Rate and 100% Crit Chance, there it can double or triple your damage as Impales are extremely powerful. We have used it in our CoC Reap Impale Champion.

Required Level: 58
Required Dexterity: 45
Required Intelligence: 45

(208-307) Evasion
(42-62) Energy Shield
Grants Call of Steel
(100-150)% increased Evasion and Energy Shield
(30-50)% increased Effect of Impales inflicted with Spells
Critical Strikes with Spells inflict Impale

SnakebiteSnakebite - Used in Attack-based Poison Damage builds that can easily gain Frenzy Charges. There, it grants Attack Speed, Accuracy, and DoT Multiplier. It's especially good if you can maintain the Maximum Frenzy Charges to receive a 60% Poison Chance. It saves you a lot of Skill Points, you no longer need Accuracy or Poison Chance from your Skill Tree. We have used it in our Scourge Arrow/Toxic Rain Pathfinder.

Required Level: 58
Required Dexterity: 45
Required Intelligence: 45

(260-344) Evasion
(21-25) Energy Shield
(150-180)% increased Evasion Rating
+(60-70) to maximum Life
2% increased Attack Speed per Frenzy Charge
6% increased Accuracy Rating per Frenzy Charge
10% reduced Frenzy Charge Duration per Frenzy Charge
Attacks have 60% chance to Poison while at maximum Frenzy Charges
+5% to Damage over Time Multiplier for Poison per Frenzy Charge

Storm's GiftStorm's Gift - These can be used to spread Shock to enemies near the ones you've killed, making them excellent with Inpulsa's Broken Heart as Shocked enemies you Kill will now explode. It's also good with Herlad of Thunder as this Skill cannot Shock on its own. We have implemented them in our Crest of Desire's Herald of Thunder Autobomber. That's the only use for these Gloves we can think of.

Required Level: 58
Required Dexterity: 45
Required Intelligence: 45

(364-492) Evasion
(73-100) Energy Shield
<One to three random Synthesis implicit modifiers>
(20-30)% increased Damage over Time
(250-300)% increased Evasion and Energy Shield
+(20-30)% to Lightning Resistance
Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within a Radius of 15

Machina MittsMachina Mitts - Good in Mine builds that can generate Power Charges. It's used to Leech Life (which is excellent as Mines normally can't Leech Life for you), and to recover Life and ES faster per Power Charge. You can use them in Hexblast Miner Saboteur or any other Mine build for better survivability.

Required Level: 57
Required Dexterity: 51
Required Intelligence: 51

(363-486) Evasion
(75-98) Energy Shield
(200-250)% increased Evasion and Energy Shield
1% of Damage dealt by your Mines is Leeched to you as Life
(30-20)% reduced Recovery rate of Life and Energy Shield
5% increased Recovery rate of Life and Energy Shield per Power Charge
Lose a Power Charge each second if you have not Detonated Mines Recently

Malachai's MarkMalachai's Mark - It grants some Life and ES on Kill. Life and ES on Kill are very easy to gain from notables like Soul Thief, Blood Drinker, Hired Killer, and Vampirism. The Malachai's Charges grant you a 20% chance to get Endurance, Power, or Frenzy Charges on Kill. Charges are usually easy to gain too, and these Gloves will only let you have them on Kill. They will expire before the next cycle anyway. It's not a good item.

Required Level: 57
Required Dexterity: 51
Required Intelligence: 51

(217-278) Evasion
(45-56) Energy Shield
80-100)% increased Evasion and Energy Shield
+(60-80) to maximum Life
Gain (15-25) Life per Enemy Killed
Gain (15-25) Energy Shield per Enemy Killed
Grants Malachai's Endurance, Frenzy and Power for 6 seconds each, in sequence

ThunderfistThunderfist - Thunderfist Gloves are good in Lightning Damage builds that could really use the extra Shock Effect, but are especially good if you want to have more than one damaging setup. Builds with Lightning Conduit and Orb of Storms check all these boxes. See our Lightning Conduit Elementalist or Lightning Conduit Trickster to learn more.

Required Level: 57
Required Dexterity: 51
Required Intelligence: 51

(302-417) Evasion
(62-84) Energy Shield
Socketed Gems are Supported by Level 30 Added Lightning Damage
100% increased Effect of Lightning Ailments
10% increased Attack Speed
(150-200)% increased Evasion and Energy Shield

 

Ward Gloves
Medved's ChallengeMedved's Challenge - You need a lot of Attributes to equip them which is already discouraging for most players. The upside is, one Flask Charge per second during boss fights. It's similar to the Pathfinder's Nature's Adrenaline, only worse. It means that after a minute of constant battle, you can completely re-fill a Flask. You will need at least a 100% increased Flask Charges gained modifier to make it remotely useful. Most players will either use The Traitor Keystone, Micro-Distillery Belt, Mageblood, or pick the Pathfinder to resolve the same issue. Don't use these Gloves.

Required Level: 69
Required Strength: 342
Required Dexterity: 342
Required Intelligence: 342

(132-175) Ward
800% increased Attribute Requirements
(30-50)% increased Ward
+(15-25)% to all Elemental Resistances
80% less Flask Charges gained from Kills
Flasks gain 1 Charge per second if you've Hit a Unique Enemy Recently

NightgripNightgrip - Used in combination with an Iron Flask and Mageblood to get a lot of Ward, around 6000. It results in tons of added Chaos Damage. This Ward won't be very useful in terms of defence.

Required Level: 48
Required Strength: 31
Required Dexterity: 31
Required Intelligence: 31

(82-105) Ward
(33-48)% increased Ward
+(17-23)% to Chaos Resistance
Gain Added Chaos Damage equal to 20% of Ward
75% of Damage taken bypasses Ward

 

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