Bahast Wiki

Unique items

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

Twice-Told NeedleTwice-Told NeedleYour primary Attack hits alternate between First Word and Last Word. Last Word deals additional Physical Damage. Misses and secondary hits do not change the order.Ashmouth BandAshmouth BandConverts Physical Damage to Fire Damage. Damage cannot be converted more than once.Debtkeeper's WrapsDebtkeeper's WrapsWhen a Skill spends Mana, part of that Mana is restored as Barrier, up to 6% of Maximum Barrier per use.The Coward's AnswerThe Coward's AnswerAfter you Dodge, the next Physical hit you could Block within 4 seconds is Blocked automatically. This can happen once every 6 seconds and does not affect Spell Block.Pale BellPale BellYou cannot regenerate Mana normally. Your Life Regeneration also restores Mana, even while Life is full.Winter's DueWinter's DueCritical primary Attacks against Frostbitten enemies detonate the old Frostbite as Cold Damage. The detonation cannot Crit or inflict ailments, and the Critical hit applies a new Frostbite.TomorrowstepTomorrowstepDodging reduces every active Skill cooldown. This can happen once every 2 seconds.The Red LedgerThe Red LedgerSkills can pay 30% of their Mana Cost with Life, but never below 50% of Maximum Life. Skills that pay Life deal more Hit and Ailment Damage.Glass PrayerGlass PrayerSpell Blocks restore Barrier based on the Damage prevented, up to 10% of Maximum Barrier per hit.CinderwakeCinderwakeBlocking with a Shield stores Cinder for 4 seconds. Your next primary Attack consumes it to add Fire Damage based on the Shield's Armor, Dodge, and Barrier. Blocking again refreshes Cinder.ManyfangManyfangYour primary Attacks cycle through Fire, Cold, Lightning, and Wind, gaining part of their Physical Damage as extra Damage of the current element. Secondary Area hits use the same element without advancing the cycle.Borrowed SkinBorrowed SkinConverts part of Maximum Life to Maximum Barrier. Until Barrier is full, Life Regeneration restores Barrier instead of Life.Storm's RespiteStorm's RespiteWhen a primary hit leaves an enemy Frostbitten and Shocked, it reduces every active Skill cooldown and restores Mana without removing either ailment. This can happen once every 4 seconds and waits until at least one benefit would help.Concord of FourConcord of FourElemental Spells remember which element dealt the most Damage for 6 seconds. Use a Spell with a different strongest element to gain more Damage. Ties favor Fire, then Cold, Lightning, and Wind.The Unanswered HourThe Unanswered HourBasic Attacks don't count toward the sequence.Halfway to HeavenHalfway to HeavenPart of your Physical Block Chance also becomes Spell Block Chance, up to 75%. All Blocks prevent 35% of Damage instead of 50%.The Still PointThe Still PointAfter an Attack hits, your next Spell within 4 seconds deals more Damage and costs less Mana. After a Spell hits, your next Attack gains the same bonuses. Basic Attacks do not affect the sequence.The Last RationThe Last RationIf a direct hit would drop you below 25% Life, spend up to 60% of current Mana to prevent some of that Damage, up to 20% of Maximum Life. This can happen once every 12 seconds. Damage over time cannot trigger it.Tomorrow's WoundTomorrow's WoundPart of the Damage from direct hits to Life is spread evenly over 4 seconds and cannot be avoided. Each delayed hit is tracked separately.Prismatic CovenantPrismatic CovenantElemental Spell hits split their Damage evenly among Fire, Cold, Lightning, and Wind. Your highest element-specific Damage bonus applies to every portion at reduced strength; the other three are ignored. Elemental and Spell bonuses still apply normally.Clergyman's ReproachClergyman's ReproachCritical Strikes gain +75% Critical Multiplier. Primary hits have a 5% chance to restore 10% of your missing Life.Quarrylord's CarapaceQuarrylord's CarapaceConverts 25% of your Armor to Maximum Barrier. When Barrier breaks while using a Shield, gain +10% Block Chance for 4 seconds. This can happen once every 20 seconds.Glorybound GirdleGlorybound GirdlePrimary hits grant Glory, up to 10 stacks and no more than once every 0.5 seconds. Each stack grants 2% Attack Speed and 3% more Physical Damage for the rest of the fight.Crown of the High PassCrown of the High PassPrimary hits grant Overgrowth, up to 5 stacks and no more than once every 0.5 seconds. Each stack grants 3% more Physical and Wind Damage and restores 0.25% of Maximum Life per second. Taking a direct hit removes all stacks.Rootwoven HideRootwoven HideConverts 30% of this item's Dodge to Armor. Half of your Life Regeneration restores Barrier instead.Briar-Crowned LongbowBriar-Crowned LongbowEvery fifth primary hit deals double Damage, all as Wind.Cinderlock AegisCinderlock AegisBlocks and Spell Blocks grant Furnace Pressure, up to 5 stacks. Each stack grants 6% more Fire Damage. At 5 stacks, your next primary hit consumes them and adds its total Damage again as Fire Damage.Oathforged PlateOathforged PlateAfter Fire Resistance, 30% of your Armor also reduces Fire Damage from hits.Founders' ChainFounders' ChainWhen Barrier breaks, gain The Oath Breaks for 5 seconds: 40% more Fire Damage and 35% faster Attacks and Spells, but Barrier cannot recover. This can happen once every 10 seconds.Storm-Eater's FangStorm-Eater's FangPrimary Lightning hits grant Conductive, up to 6 stacks and no more than once every 0.5 seconds. Each stack lowers the enemy's Lightning Resistance by 2%. Your next primary Lightning hit at 6 stacks consumes them and deals its total Damage again as Lightning.Stormglass MoltStormglass MoltGain Spell Block equal to 20% of your uncapped Lightning Resistance above 75%, up to +15% Spell Block.Grounding CoilGrounding CoilSpell Blocks grant Spent Current for 4 seconds, reducing Lightning Damage taken by 20% but slowing your Attacks and Spells by 20%. This can happen once every 8 seconds.Axiom of the Self-ExaltedAxiom of the Self-ExaltedPrimary Spell hits remember whether Fire, Cold, or Wind dealt the most Damage for 6 seconds. After landing all three, your next primary Spell hit deals 75% more Hit and Ailment Damage. The hit that completes the set cannot use the bonus.The Last VesselThe Last Vessel25% of incoming Physical Hit Damage becomes Cold Damage before defenses apply. Converted Cold Damage cannot inflict Frostbite.Amalgam GraspAmalgam GraspPrimary Attacks against Frostbitten enemies gain extra Cold Damage equal to 15% of their Physical Damage before conversion.