PoE Chain of Endurance

Chain of Endurance Chain Belt

Icon Description
Chain of Endurance Chain of Endurance is a unique Chain Belt. Category: belt.

Requires Level 14.

  • +(9-20) to maximum Energy Shield
  • +(40–50) to maximum Life
  • (40–60)% increased Stun and Block Recovery
  • Reflects (100–150) Physical Damage to Melee Attackers
  • Regenerate 2% of Life per second for each different Ailment affecting you
  • (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)

Flavour Text: “A man confronted with sufficient adversity may ascend to unprecedented heights and triumph over his coddled rivals.” – Weylan the Ezomyte

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Chain of Endurance grants you life regeneration for each different ailment affecting you. Becoming available to use at a low level, this could help you get through some difficult situations, or perhaps you'll look to intentionally be affected by multiple different ailments in exchange for a large amount of life regeneration.

How to get it?

Chain of Endurance can drop anywhere. It can be chanced.

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X% increased Stun and Block Recovery

Whenever a player or monster takes damage from a hit, there is a chance they will be stunned. A stun interrupts whatever that creature was doing while a brief animation is played. Neither damage over time nor reflect can cause stun.

Blocking is a layer of defense that will entirely prevent damage from an enemy hit unless modified by some outside effect like Glancing Blows. The chance to block is a random roll made per attack/cast. Block is capped by default at 75%. Characters do not have any base block.

Blocking a hit prevents all damage and harmful on hit effects such as status ailments. The attack must be a hit in order to be blocked, therefore block does not work against damage over time.

Reflects X Physical Damage to Melee Attackers

Damage reflection is a game mechanic that makes an attacker (e.g. character, monster, trap, etc.) hit himself. Usually it appears as a modifier that causes a damage dealt to a target to also be taken by an attacker; but this mechanic is also being used in other places.

Regenerate 2% of Life per second for each different Ailment affecting you

An ailment is a detrimental effect associated with one or more damage types. Ailments are similar to debuffs, but they are not synonymous. The most notable difference is that ailments are typically inflicted by hits made up of their associated damage types, whereas debuffs are applied by skill effects.

Ignite, chill, freeze, shock, scorch, brittle, and sap are referred to as elemental ailments because they are associated with elemental damage types. Bleeding and poison are non-elemental ailments.

Damaging ailments are those that inflict damage over time. They include bleeding, poison, and ignite. Non-damaging ailments include chill, freeze, shock, scorch, brittle, and sap.

Ailment Associated damage type Effect Elemental Damaging
Bleeding Physical Bleeding can only be inflicted by physical damage from attacks. Bleeding enemies take physical damage over time, at 70% of the physical damage of the hit that inflicted bleeding per second. Moving enemies take an additional 140% damage. The base duration is 5 seconds.
Poison Physical and chaos Poison causes the affected target to take chaos damage over time, at 30% of the combined physical and chaos damage of the hit that applied it per second. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds.
Ignite Fire Ignite causes the affected target to burn for 90% of the fire damage of the hit that applied it per second. The base duration is 4 seconds.
Scorch Fire Scorched enemies have their elemental resistances lowered by up to 30%, based on the fire damage of the hit. The base duration is 4 seconds.
Chill Cold Cold damage always inflicts chill. Chill slows all actions of the affected target up to 30%, based on the cold damage of the hit. The base duration is 2 seconds.
Freeze Cold Freeze prevents the affected target from taking actions for a duration based on the cold damage of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds.
Brittle Cold Brittle causes hits against enemies to have up to +6% Base critical strike chance against them, based on the cold damage of the hit. The base duration is 4 seconds.
Shock Lightning Shock causes the affected target to take up to 50% increased damage from all sources, based on the lightning damage of the hit. The base duration is 2 seconds.
Sap Lightning Sapped enemies deal up to 20% less damage, based on the lightning damage of the hit. The base duration is 4 Seconds.

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