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Emergent Possibility

Requires: Level 60
Body Armour
  • 15% of Chaos DamageChaos DamageChaos damage is one of the five Damage Types. It is reduced by Chaos Resistance. Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken. from Hits taken as Damage of a random Element
Gloves
  • Gain 1% of Damage as Extra Damage of a random Element per
  • RuneRuneRunes are Augments of Kalguuran origin and make. Socketed in EquippedEquippedWeapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped. Items
Boots
  • 50% increased Runic WardRunic WardRunic 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. Regeneration Rate while Sprinting
Emergent Possibility
Group
Rune
Required level
60
Sockets into
Body Armour, Gloves, Boots

About Emergent Possibility

Emergent Possibility 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.

Chaos Damage
Chaos damage is one of the five Damage Types. It is reduced by Chaos Resistance. Chaos damage is the least common damage type, and removes twice as much Energy Shield as the damage value when taken.
Rune
Runes are Augments of Kalguuran origin and make.
Equipped
Weapon, Armour, Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. Flasks, Skill Gems, and Jewels are never considered to be Equipped.
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.

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