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Emergent Instinct

Requires: Level 60
Helmet
  • Targets that are Blinded, Maimed, and BleedingBleedingBleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated. Physical damage from Hits Contributes to Bleeding Magnitude. Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage. cannot Evade your Hits
Gloves
  • Regenerate 5% of maximum Life per Second if you have used a Command Skill RecentlyRecentlyRecently refers to the past 4 seconds.
Body Armour
  • ThornsThornsThorns 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. Damage is LuckyLuckyLucky things are rolled twice and the better result used. against targets with Fully Broken ArmourArmourArmour 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.
Emergent Instinct
Group
Rune
Required level
60
Sockets into
Helmet, Gloves, Body Armour

About Emergent Instinct

Emergent Instinct is a Rune in Path of Exile 2 that you socket into equipment, requiring level 60.

Game terms used here

Definitions from the game’s own keyword tooltips.

Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated. Physical damage from Hits Contributes to Bleeding Magnitude. Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Recently
Recently refers to the past 4 seconds.
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.
Lucky
Lucky things are rolled twice and the better result used.
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.

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