Dannig, Warrior Skald

Dannig, Warrior Skald is the heart of the expedition, its brave leader and loremaster.

1. Trade

Dannig is interested in specific types of runed artifacts and wants to trade these from you for a variety of options such as currency that lets you reroll vendor inventories, logbooks, or artifacts that the other Kalguuran traders are looking for.

2. Expedition Locker

You can talk to the traders in the wild, in town or in your hideout. They grant you access to your Expedition Locker (which is like the Heist Locker – a lockbox for league-specific items) which can be accessed in all three places also. We’re adding the affinity system to these lockers.

Expedition Locker PoE

Dannig, Warrior Skald PoE

3. Open Expedition Logbook

Among the many relics of the ancient Kalguurans you might find at their expedition sites are Logbooks. These ancient books chronicle the locations that their ancestors visited in their exploration of Wraeclast.

A logbook item can be rolled to have a set of explicit mods, like an endgame map. Each location within the logbook has its own implicit mods, as well as a theme that controls what types of remnants can be found there.

Talk to Dannig in your hideout and give him a logbook you have found and go on an Expedition to one of the locations it describes. These are all exotic places that no Exiles have ever travelled to before.

How to use an Expedition Logbook

Buy PoE Currency Cheap

Dannig Items

Currency Description Drop
Level
Stack
Size
Notes
Burial Medallion Burial Medallion Refresh Dannig’s vendor inventory. 1 1 / 1000  
Lesser Sun Artifact Lesser Sun Artifact Can be used to trade with Dannig. 1 1 / 50000 Can be used to purchase:

Greater Sun Artifact Greater Sun Artifact Can be used to trade with Dannig. 1 1 / 50000 Can be used to purchase:

Grand Sun Artifact Grand Sun Artifact Can be used to trade with Dannig. 10 1 / 25000 Can be used to purchase:

Exceptional Sun Artifact Exceptional Sun Artifact Can be used to trade with Dannig. 25 1 / 5000 Can be used to purchase:

3.15.2 Patch Notes

  • The average stack size of Dannig’s exchange deals for Lesser, Common, and Greater Artifacts has been increased.
  • The minimum discount for Dannig’s exchange deals has been increased.

PoE Challenges: Dannig's Exchange (12)

Exchange each of the following Artifacts with Dannig, Warrior Skald.

  • Lesser Broken Circle Artifact
  • Common Broken Circle Artifact
  • Greater Broken Circle Artifact
  • Grand Broken Circle Artifact
  • Lesser Black Scythe Artifact
  • Common Black Scythe Artifact
  • Greater Black Scythe Artifact
  • Grand Black Scythe Artifact
  • Lesser Order Artifact
  • Common Order Artifact
  • Greater Order Artifact
  • Grand Order Artifact

Factions

Name Icon NPC Item Boss
Knights of the Sun Knights of the Sun Dannig Lesser Sun Artifact Lesser Sun Artifact
Common Sun Artifact Common Sun Artifact
Greater Sun Artifact Greater Sun Artifact
Grand Sun Artifact Grand Sun Artifact
Burial Medallion Burial Medallion
Min Level: 81
Runic Stronghold
Olroth, Origin of the Fall

Audio

Title Name
Show Expedition Map Our expeditions are a private matter of honour. Let's discuss this in your hideout instead.
Introduction You're naught but skin and bones, Exile, but you've made it this far. Clearly, you must have some talent. Care to lend your skills to a matter of honour?
You're naught but skin and bones, Exile, but you've made it this far. Clearly, you must have some talent. Care to lend your skills to a matter of honour?
You're naught but skin and bones, Exile, but you've made it this far. Clearly, you must have some talent. Care to lend your skills to a matter of honour?
You're naught but skin and bones, Exile, but you've made it this far. Clearly, you must have some talent. Care to lend your skills to a matter of honour?
You're naught but skin and bones, Exile, but you've made it this far. Clearly, you must have some talent. Care to lend your skills to a matter of honour?
You're naught but skin and bones, Exile, but you've made it this far. Clearly, you must have some talent. Care to lend your skills to a matter of honour?
Ah, a fellow warrior! You and I must share tales of ancestral bravery around a campfire! But first, I have a request. A matter of honour. I believe it is something you are well-suited for.
The Knights of the Sun My quest is to investigate the Knights of the Sun and acquire their relics. I'm willing to trade other less important relics for theirs.
Home We are of the Kalguur. Ours is an existence spent scrabbling in the muck and mire of mortal life in search of scraps of renown. Some find it on the battlefield. Some find it in service. Others volunteer to sail to the edge of the known world on an impossible quest. The choices we make determine what we are, and what we become echoes into legend.
Runes The runes on our armour essentially capture and shape starlight. Sounds poetic, but don't be fooled. The smiths of the Kalguur turned these runes towards killing work long ago, as soon as they discovered that they could compel arrows to find their mark and blades to bite deeper. The greatest smiths became known as artificers, and produced work of singular genius. There weren't many such relics, but there didn't need to be.
The Triskelion Flame The most powerful artifact in our known tales was brought to this continent by the first expedition thousands of years ago. The songs tell of it incinerating evil, purifying tainted fields, and warding off those of ill intent. We could certainly use a relic like that now, in these troubled times... but to find it, we'll have to retrace the steps of those long ago souls. Only they can tell us the Triskelion Flame's unknown fate.
Olroth's Defeat Don't tell the others we destroyed the Flame. They'll lose hope. This quest is about the journey, not the destination.
Gems I believe that {you} believe that these coloured gems give you power, Exile. I've handled one of them, even tried to 'activate it' the way that local Tarkleigh described, but it didn't do a damn thing. Call me a skeptic, but to me, it seems like the power was inside you all along.
Gods I've never heard of this 'gods' thing before setting foot here, but I know of at least one... {man}... who would fancy himself a god. Best we not mention Divinity to those back home.
The King I'll not speak on the matter of that... {man}.
The Omen I It was impossible to decipher the true meaning of the omen, but none could deny that it had happened. The land shook, the night-clouds fled, the people quavered and hid, startrails arced across the sky to set fire to our forests where they fell, and a crimson sun rose on the horizon. Such was the power of the glow, the half moon became full and ruddy.
The Journey I Something wondrous and terrible had happened, so King Cadigan the Third commissioned an expedition toward that horizon, led by our greatest warriors and carrying the Triskelion Flame for protection. Bound to the Flame by duty, I signed on as Prime Remembrancer. We departed within the month.
The Journey II The lost journey across unruly and angry seas took nearly two seasons, during which we rarely saw the sky through the clouds of black beset by crimson lightning. We could not drink the rain, nor eat the fish, until the Flame cleansed the water and purified the meat. Even then, the sustenance was hollow. Our supplies were depleted and our men hungry by the time land emerged in the distance.
Arrival I The first foot set upon this land was crushed by unseen jaws beneath the sand. Omens are rarely so clear. We carved a grisly path across the dunes, driving back creatures of the water, only to find ghastly horrors shambling between the trees. Every step came with a cost in blood.
Arrival II On the seventh night, the grim clouds finally parted for a time, and our blessed stars emerged. Olroth staked the Triskelion Flame in the center of our fortifications. The barrier rites complete, we gained some small measure of safety. From there, everything stemmed, like a bloom under the embrace of a tree.
Arrival III As the Knights of the Sun moved further inland, we found the remnants of a tremendous empire to rival that of our homeland. Countless bodies lay charred, but countless others refused to rest. Many were adorned in glittering gems that drew the eye and called to us. Those abominations that still walked often bore the gems within their very limbs. Seeing this, Uhtred declared such crystals unclean. None among us wished to argue.
Arrival IV Vast mountains of gold lay throughout the dead empire, often guarded by the most dangerous and most opulently dressed of the undying. Even in their monstrous state, these nobles and priests lurked near the treasures, unwilling to give up that which had meant more to them than their own lives. They had not died in the streets like those attempting to flee. They had locked and barricaded their temples, sealing themselves in their own tombs.
Arrival V The nobles of Utzaal had opened their own waterways and purposely drowned themselves, not as a mercy, but to spite would-be looters. This had been an empire ruled by madmen. They were successful in their spite, for we could not drain the deadly waters. Their treasures would remain lost for all time. The other cities, however, proved a slow and steady source of wealth beyond imagination.
Colonisation I King Cadigan the Third considered this new land and its treasures an open bounty. The craftsmen arrived first, soon followed by ships brimming with merchants and freemen. The women and children naturally followed, and, by the third year, the first village charter was established. All was prosperous so long as the Triskelion Flame burned bright, but there were soon too many of us to remain fully within the grace of its protection.
Colonisation II The mercenaries of the Black Scythe, under Vorana, developed strategies for defense and culling that expanded what territory we could protect. Distance was key. Wielding crossbows and remaining behind sturdy walls, her men could savage horrors one at a time, ripping them to shreds until they no longer moved. We had the audacity to believe we could master this forsaken continent through such simple and mundane means. Ten more villages were established that year.
Colonisation III Trade began with island-men and mountain-men along distant routes, although we shared no language and could not understand one another. I recorded some of the island-men's songs for future deciphering, and I met survivors of the fallen empire among the mountain-men.
Colonisation IV To the last, the scant survivors of the fallen empire bore none of the gems we had seen on the shambling dead. When I drew the shape of a gem in the dirt, a great panic arose, and we were banished from the mountains. Upon hearing of this, King Cadigan the Third officially banned the crystals, and none were procured nor shipped to the homeland.
Darkness Descends I By the time King Cadigan the Fourth came to power in the homeland, we numbered too many villages to fully count. Dissidents, pariahs, religious factions, and lost-men had all come to build new lives in a new land, and had no wish to report to the Knights. It was these outlying enclaves that suffered the first of the new horrors, often in silence, unwilling to admit to outsiders they were facing dangers they could not defeat on their own.
Darkness Descends II Each man or woman that fell on the fringes became another shambling creature lurking in the night. The curse of the land had not been lifted by the Triskelion Flame, merely held at bay. The deaths of our people strengthened the curse.
Darkness Descends III Medved's nature-mystics announced that they had found a breath or a vapor that left a man upon his death, visible only when that man died near one of the forbidden gems, and only as the vapor was drawn to it. Medved declared that all men must possess some essence as yet not understood. For this, Uhtred declared him a blasphemer, and was set to banish his order to the fringes. Medved paid a great sum to avert this exile, and the matter was settled.
Darkness Descends IV In the winter of that year, caravans and runners sent to the fringes no longer returned. Olroth took the Knights of the Sun through the cold forests and hills to seek them. It was found that the men of the fringes had lost a great many of their number, and were beset by horrors never before seen.
Darkness Descends V Olroth and his Knights evacuated the fringes and set fire to the forests there. From the southern rivers to the northern sands, a vast line of flame burned. None would speak of the reason for this drastic action. Upon his return, Olroth expanded the influence of the Triskelion Flame, although the starlight barrier would be far weaker over such a vast territory. It was necessary to protect the villages. Olroth the Gallant retreated into seclusion often, and became known as Olroth the Grim.
Olroth's Journal I What fell spring this is! Upon the dark of the moon, the Empty-Eyed Fiend has taken another of our number. This one was a young woman slated to begin warrior training upon her Second Passage. Many fell to the horrors of this accursed land in the early days, but I believed we had mastered the darkness with our purification rituals.

I was mistaken. Growing unpoisoned food is not the same as securing safety from the nightbreeds. It is as if the very land itself is learning from our victories, twisting creatures in new ways that subvert our defences.
Olroth's Journal II A new war tactic has been crafted by Medved and his nature-mystics, a strategy formerly forbidden by their beliefs. He observed the capability of the horrors here to rapidly grow and change, and he suggested that our mistake lay in the incompleteness of our task.

When we culled all but the hardiest of the twisted Vorniculia, the ones that remained spawned more of their ilk with inherited lethality. To ensure a true victory and protect our burgeoning towns, we must eliminate whole breeds from existence. We must amputate a piece of nature entirely. Anything less only serves to draw ever tighter the vise of doom.
Olroth's Journal III The Vorniculia are slain to the last, and will stain this land with their noxious poisons no more. There are countless other nightbreeds lurking in the shadows of this accursed land, but a small victory is still a victory. The skill of my knights and of Vorana's men was great enough that no lives were lost in the burning of forest and heath. There is no cause for mourning this rare day.

My thoughts turn to my unfinished duty. The Empty-Eyed Fiend is the only one of its kind I have seen. I must ensure it, too, vanishes from this world at the behest of torch and blade.
Olroth's Journal IV Half of the Knights of the Sun lie strewn across the hills and trails of the hunt for the Empty-Eyed Fiend. I scored a direct blow with my sword against its neck, but the wound did not bleed. It is not a living thing. It feasts with its countless arm-teeth not to survive by eating, but to enjoy the screams of its victims. I saw this in the twin voids set in its rotting face. It... smiled at me... as it bit my squire in half.

Mortal flame found no purchase. Mortal weaponry drew no blood. I am driven to consider the forbidden. Medved and his nature-mystics cast aside their primary virtue to make survival here possible, and now I must do the same. The mountain-men warned us against the gems of power, but now I believe there is no choice...
Olroth's Journal V Exhilarating! Enthralling! I journeyed into the night alone, a forbidden gem embedded in the pommel of my formerly useless sword. This time, I returned with the head of the Fiend, still grinning in final death, but now conquered. The gem blazed with the light of my fury, casting forth a beam of starlight that turned a missed slice into a cutting lethal blow.

We have been fools to deny this power. Too many of our people have suffered for this mistake. When the morning glow hits the treetops, I will command the surviving Knights of the Sun to search for more of the forbidden gems. It is time to conquer this land and make it safe for all time.
The Broken Circle I The summer that the Knights of the Sun began affixing the forbidden gems to their weapons and armour, Medved of the Druids of the Circle went among the people. "The future-past has become clouded. Scrying pools in this land often remain tainted with crimson fog, but this is something new. The night that Olroth departed alone, I could no longer see the past. Thus, the future is unknown." Thereafter, his order became known as the Druids of the Broken Circle.
The Broken Circle II A hooded woman spoke to Medved in the square, under the pike that held the head of the Empty-Eyed Fiend. "Have you lost your faith, then, High Druid?"

Medved replied, "A man that does not study the past cannot escape repeating it, but a man that cannot study the past has no future at all. The Circle has been Broken."

The woman then lifted her hood and revealed herself as Vorana, leader of the Black Scythe. She replied, "Take up arms, then, and we shall fight our way across the gap between past and future."

Medved accepted her gift of two axes, and began training his order for battle. The two axes had gems fixed along the handles which offered tremendous power.
The Broken Circle III The Druids of the Broken Circle and the mercenaries of the Black Scythe marshalled their forces near the fringes, aiding the Knights of the Sun, who had lost half of their number in the hunt for the Empty-Eyed Fiend. The starlight barrier was extended and weak, but the newly empowered warriors used the might of the gems to hold the night-stalking horrors at bay. A stalemate held for a number of seasons, during which many great heroes rose to prominence for their deeds. Annest, daughter of Medved and Vorana, was sent back to the homeland to be raised in safety. Olroth's son, nearing his First Passage, went with her as her guardian.
The Broken Circle IV Dread swept through the ranks when the unthinkable happened: a leader arose among the twisted horrors, capable of intelligent deeds and direction. Creatures began striking where the starlight barrier was weakest, or where the patrols did not cross. Possessed by some horrible notion he would not share, Medved sent a messenger into the dark. The messenger was allowed to return alive with a parchment. The words written on it seemed to confirm Medved's fears, and he traveled into the night to challenge the new leader of the enemy. He did not return.
The Priesthood I The priests had eyes and ears everywhere by the season of Medved's disappearance. High Priest Uhtred suspected treachery, and kept initiates silently observing the comings and goings of other leaders. They found that, after each day spent tirelessly fighting to utter exhaustion, Olroth the Grim would return to his seclusion. Then, after some time, he would leave through another door, stealing into the night without being observed. In these excursions, his eyes were closed, as if he were asleep.
The Priesthood II Uhtred made many devious plans, during which he sent his son Owen to the homeland to avoid retribution. A week after the harvest, in the cold of evening, a dozen priests awaited Olroth outside his keep. They used daggers of the sacrament to stab Olroth in his sleepwalking state. He was wounded seventy-one times, and fell. Vorana entered like a black wind and removed the heads of the twelve in one stroke.
The Priesthood III Olroth was laid upon a bier and attended with medicines, bandages, and herbs. The people roared for the blood of the priesthood, but Uhtred claimed no knowledge of these twelve traitors. The greatest leader of the people lay at the edge of death. They encased him in glass to keep his breath from escaping.
The Priesthood IV A hooded woman spoke to Uhtred in the square, under the pike that held the head of the Empty-Eyed Fiend. "Why do you suppose your priests assaulted Olroth?"

Uhtred replied, "Why do you suppose Olroth was stealing into the darkness? He is the new leader of the twisted horrors. By day, he fights for us, and by night, for them."

The woman then lifted her hood and revealed herself as Vorana, leader of the Black Scythe. She replied, "For these words, I should kill you where you stand."

A scythe to his throat, Uhtred replied, "Kill me in one week if you wish it. If the enemy becomes disorganized and listless while Olroth lies in glass, then you will know the truth of my words."

Vorana promised, "I will feed you to the head of the Empty-Eyed Fiend, here, if you are wrong."

Then she departed. The enemy did not become disorganized or listless that week, and Uhtred went into hiding at an ancient site of power.
The Last to Fall I The week Vorana made her oath, a new leader among the horrors arose. It wielded two axes, and sought the heroes that had made names for themselves, challenging them to personal combat. It slew forty-two, one each night. When Vorana faced this abomination, she understood it was her beloved Medved, but could not believe it. She ordered a full retreat, and refused to answer the challenge. Two villages were destroyed.
The Last to Fall II Understanding that Uhtred had been right in speaking ill of great men, she sent a runner to speak with him. A plan was devised to entreat the Triskelion Flame and draw back the starlight barrier. It could safely protect a few villages completely, rather than the entire region weakly. All the surviving people were evacuated to the core lands, and Vorana found the proper rites in Olroth's journal to adjust the Flame. This, she sent to Uhtred by messenger.
The Last to Fall III The core villages were crowded to full, and the beleaguered warriors of the Knights of the Sun, the Black Scythe, and the Broken Circle had all drawn back. The starlight barrier did not retreat. Instead, it vanished. In haste, Vorana went to the Triskelion Flame's altar, but found it missing. The ships in the harbour had all been burned and sunk as well, save one, which had departed.

To the people, she shouted, "Uhtred the Traitor has taken the Flame!"

The people wailed in despair as the horrors closed in from all sides. Without the starlight barrier, there was no protection. The core villages became a fortress tomb, defended by wall and by iron, but inescapable. Many of us retreated to Olroth's resting place, only to find his glass case shattered. He has arisen, and we must believe he is out in the dark fighting to save us, no matter what Uhtred the Traitor claimed.
The Last to Fall IV Vorana sent messengers to the island-men and the mountain-men for aid, but their fate was unknown. The defenders were valiant, but new food could not be purified without the Flame. Famine set in, and the seasons refused to slow their passing. Thin and wasting away, Vorana realized that waiting meant death. She knew there was a way to increase her power, so she performed the forbidden rite and placed gems inside her own flesh.
The Last to Fall V She arose, then, and went out from the walls, reaping death among the night-horrors with each vast swing of her scythes. They could not stand against her might. She called to us, "I will not rest until every single abomination lies dead!"

Some among us believe she can personally slay every monster in this forsaken land herself. Others are not so idealistic. If Vorana should not return, there is still one way out, one we dared not risk before, hidden under the earth and older than the oldest men... We must keep hope alive. This is not the end of our people in this land. Night falls, but there will be a dawn.

Dannig Rarity: Rare

SpectreY
Mod
stance movement speed +% final [-74]
ImmuneRegenerate 2% of Life per second
500% increased Stealth
Tagshas_dagger, has_one_handed_melee, human, melee, not_int, physical_affinity, plate_armour, red_blood, slashing_weapon, very_slow_movement
  • Life: 130%
  • Armour: +50%
  • Evasion: +50%
  • Ailment Threshold: 130%
  • Resistance: (Resists Fire: 0) (Resists Cold: 0) (Resists Lightning: 0) (Resists Chaos: 0)
  • Damage: 74%
  • Accuracy: 500%
  • Critical Strike Chance: +5%
  • Critical Strike Multiplier: +130%
  • Attack Distance: 4 ~ 11
  • Attack Time: 1.17 Second
  • Damage Spread: ±20%
  • Experience: 100%
  • Model Size: 90%
  • Type: ExpeditionDannig

Level 84

The following values do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses(ex: Thirst for Knowledge -70% damage taken).

  • Life: 45,884
  • Armour: 24,398
  • Evasion: 12,180
  • Energy Shield: 0
  • Damage: 705
  • Accuracy: 2,690
  • Attack Time: 1.17
  • Experience: 13,250
  • Ailment Threshold: 45,884
  • Chill: 145
  • Shock: 145
  • Brittle: 821
  • Scorch: 145
  • Sap: 401

The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique 33% less).

MeleeAtAnimationSpeedUnique


Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 564–846
Critical Strike Chance: 5%
Attack Time: 1.17 Second
Strike your foes down with a powerful blow.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
 

Level 82

  • Life: 37,130
  • Armour: 21,638
  • Evasion: 11,412
  • Energy Shield: 0
  • Damage: 629
  • Accuracy: 2,495
  • Attack Time: 1.17
  • Experience: 13,006
  • Ailment Threshold: 37,130
  • Chill: 117
  • Shock: 117
  • Brittle: 664
  • Scorch: 117
  • Sap: 324

The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique 33% less).

MeleeAtAnimationSpeedUnique


Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 503–755
Critical Strike Chance: 5%
Attack Time: 1.17 Second
Strike your foes down with a powerful blow.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
 

Level 78

  • Life: 23,710
  • Armour: 16,992
  • Evasion: 10,001
  • Energy Shield: 0
  • Damage: 500
  • Accuracy: 2,140
  • Attack Time: 1.17
  • Experience: 12,377
  • Ailment Threshold: 23,710
  • Chill: 75
  • Shock: 75
  • Brittle: 424
  • Scorch: 75
  • Sap: 207

The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique 33% less).

MeleeAtAnimationSpeedUnique


Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 400–599
Critical Strike Chance: 5%
Attack Time: 1.17 Second
Strike your foes down with a powerful blow.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
 

Level 73

  • Life: 14,108
  • Armour: 12,522
  • Evasion: 8,450
  • Energy Shield: 0
  • Damage: 373
  • Accuracy: 1,760
  • Attack Time: 1.17
  • Experience: 11,388
  • Ailment Threshold: 14,108
  • Chill: 45
  • Shock: 45
  • Brittle: 252
  • Scorch: 45
  • Sap: 123

The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique 33% less).

MeleeAtAnimationSpeedUnique


Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 298–447
Critical Strike Chance: 5%
Attack Time: 1.17 Second
Strike your foes down with a powerful blow.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
 

Level 68

  • Life: 8,363
  • Armour: 9,191
  • Evasion: 7,109
  • Energy Shield: 0
  • Damage: 276
  • Accuracy: 1,450
  • Attack Time: 1.17
  • Experience: 10,255
  • Ailment Threshold: 8,363
  • Chill: 26
  • Shock: 26
  • Brittle: 150
  • Scorch: 26
  • Sap: 73

The following values are skill base values and do not include map affix bonuses, monster buff bonuses, altar bonuses, atlas skill bonuses, monster base damage(ex: The Maven 150% multiplier), monster rarity bonuses (ex: unique 70% more, unique 33% less).

MeleeAtAnimationSpeedUnique


Attack, RangedAttack, MirageArcherCanUse, Projectile, MeleeSingleTarget, Multistrikeable, Melee, ProjectilesFromUser
Default Attack
Base Damage: 221–332
Critical Strike Chance: 5%
Attack Time: 1.17 Second
Strike your foes down with a powerful blow.
action attack or cast time uses animation length [1]
projectile uses contact position [1]
skill can fire arrows [1]
skill can fire wand projectiles [1]
use scaled contact offset [1]
 

Changes

PoE 3.15.0d: Improved the visibility of new dialogue options available from Dannig after discovering Ancient Kalguuran Text. Dannig will now have an exclamation mark for new translated text dialogue options you have discovered in that instance.

Path of Exile Guides & Tips