PoE 2 Ref

Defences

Armour, Evasion, Energy Shield, Runic Ward, Block, Deflect and Parry — what each layer actually stops

Path of Exile 2 gives you several defensive layers that work in completely different ways: one reduces damage, one avoids it entirely, one absorbs it, and one only matters when a hit would have killed you.

The numbers below — recharge rates, delays and thresholds — are base values, before any modifiers.

Base defensive values

Before any modifiers.

LayerBase valueNotes
Energy ShieldRecharges at 12.5% per second after a 4s delayAny further loss of Energy Shield resets the delay. Chaos damage removes twice as much.
Runic WardRegenerates 5% per secondAbsorbs damage that would otherwise take your Life to 0; you drop to 1 Life instead.
DeflectPrevents 40% of a deflected hit's damageChance depends on your Deflection Rating and the attacker's Accuracy.
EvasionCaps at 95% chance to evadeChance depends on your Evasion Rating and the attacker's Accuracy.
Low thresholds35% or less of maximumWhat "Low Life", "Low Mana" and "Low Runic Ward" modifiers check.

Keyword reference

Armour

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage.

Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.

Armour Break

Some Skills, Items, Support Gems and other effects can Break Armour, which lowers a target's Armour by a specified amount. If this brings the target's Armour value to 0, their Armour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from Armour, non-player targets with Fully Broken Armour take 20% increased Physical damage from Hits.

Players Break 3 times Armour against Normal Monsters and 2 times Armour against Magic Monsters.

Armour Break below 0

Enemies with Armour Broken below 0 have negative Armour. This means they take more Physical damage from Hits. Armour broken below 0 is capped by the enemy's base Armour.

Armour Movement Penalties

Depending on the type of Armour equipped, Players will have a less Movement Speed penalty applied depending on what Attribute the Armour requires. These penalties only apply to equipped Body Armours and Shields.

For Body Armour, pure Strength has a 5% penalty, hybrid Strength and Dexterity or Intelligence has a 4% penalty and pure Dexterity or Intelligence has a 3% penalty.

For Shields, pure Strength has a 3% penalty, hybrid Strength and Dexterity or Intelligence has a 1.5% penalty and pure Dexterity or Intelligence has no penalty.

Evasion

Evasion Rating grants a chance to Evade enemy Hits, preventing them from Hitting you at all. Exact chance to Evade also depends on the attacker's Accuracy.

Accuracy

Accuracy is used to hit a target with an Attack, and is checked against the targets Evasion to determine that chance.

Player Attacks incur an Accuracy penalty based on distance from the origin of the damage to the target, with no penalty for targets within 2 metres and up to 90% less Accuracy for targets further than 9 metres away.

Energy Shield

Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time.

Chaos damage removes twice as much Energy Shield.

Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.

Energy Shield Recharge

Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.

Energy Shield Recharge Rate

Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.

Faster Start of Energy Shield Recharge

Affects the delay before your Energy Shield starts Recharging after losing Energy Shield.

Energy Shield Protecting Mana

Energy Shield will no longer protect you from Damage, unless that damage would be dealt to Mana.

Runic Ward

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.

Runic Ward constantly regenerates at a default rate of 5% per second.

Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled.

Low Runic Ward

You are on Low Runic Ward if you have 35% of your maximum Runic Ward or less.

Block

Blocking completely prevents the damage of an incoming Hit.

You will still take any Stun from the Blocked hit. You can't Block while Stunned or Frozen.

Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.

Chance to Block

Chance to Block only includes modifiers that are explicitly chance-based. Guaranteed Block (such as raising your Shield) does not affect your Chance to Block.

Overcapped Block Chance

Overcapped Block Chance is the amount by which your Chance to Block would exceed your maximum Chance to Block if it were uncapped.

Deflect

Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits. Exact chance to Deflect also depends on the attacker's Accuracy.

Parry

Parry is a Skill granted by Bucklers that allows you to Block and retaliate against an enemy Hit, leaving them off balance and inflicting the Parried Debuff.

Parried

Enemies you Parry with a Buckler take more Attack Damage and cannot Evade Attacks for a duration.

Thorns

Thorns damage is a kind of Hit Damage you can deal. Thorns damage is not Attack damage or Spell damage and is not affected by modifiers specific to those.

If you have Thorns damage, you inherently Retaliate against Melee Attack Hits, dealing your Thorns damage to the enemy that Hit you.

Some skills and other effects may also deal your thorns damage to enemies at other times.

Toughness

The higher toughness a monster has, the less damage it takes. A monster with 100% increased toughness takes 50% less damage, a monster with 200% increased toughness takes 67% less damage, and so on.

Negative toughness instead causes the monster to take more damage. A monster with 100% reduced toughness takes 100% more damage, a monster with 200% reduced toughness takes 200% more damage, and so on.

Effectively, each 100% of toughness halves the damage a monster takes, and each -100% toughness doubles the damage a monster takes.

Recoup

When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.

Iron Reflexes

Converts all Evasion Rating to Armour.

Chaos Inoculation

Maximum Life is 1

Immune to Chaos Damage and Bleeding

Eldritch Battery

Converts 100% of maximum Energy Shield to maximum Mana

Doubles Mana Costs

Mind over Matter

All Damage is taken from Mana before Life

50% less Mana Recovery Rate

Common questions

What does Armour do in Path of Exile 2?

Armour reduces Damage taken from Hits. By default, Armour only applies to Physical Damage. Damage reduction from Armour is proportional to the amount of Damage, and is more effective at reducing smaller hits.

How fast does Energy Shield recharge?

5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.

What is Runic Ward?

Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage.

What does Deflect do?

Deflection Rating provides a chance to Deflect damage from Hits, preventing 40% of the damage from those Hits.

What counts as low Runic Ward?

You are on Low Runic Ward if you have 35% of your maximum Runic Ward or less.

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