Last Epoch Defence, Resources & Skill Node Glossary

This page covers ten Last Epoch terms about staying alive, paying for skills and three Sentinel skills: the Hybrid Health affix, ward, armor during channelled skills, mana from potions, sealed affixes, the Void Knight echo, Abyssal Echoes, Shield Throw and Warpath. Some names are exact tooltip lines, others are shorthand players use; each entry says what the game actually has under that name.

Status on 2 November 2026: Last Epoch is in Season 5, Rage of the Frostborn, launched with patch 1.5 on 1 October 2026 and followed by patches 1.5.2 and 1.5.3 in October. Defence numbers come from Maxroll's defence guide (updated April 2026) and skill text from the Tunklab database for version 1.5.2. Skill values can change each season, so the in-game tooltip has the final word.

TermWhat it isOne-line answer
Hybrid HealthAffixAdded and increased health in one line, on gloves, boots or belts only
WardDefensive layerAbsorbs damage before health and decays over time
ArmorDefensive layerReduces hit damage, up to 85% for physical, not damage over time
Sealed affixCrafting resultAn affix moved to its own slot by a Glyph of Despair, tier 4 at most
EchoVoid Knight mechanic10% base chance to repeat an attack or void spell 0.5 s later
Warpath, Shield ThrowSentinel skillsA channelled spin and a ricocheting thrown shield

Health and ward

Hybrid Health Flat

Hybrid Health is a single affix with two parts: added (flat) health and increased (percentage) health. Maxroll's defence guide says it comes only from the Hybrid Health shard and can be found on or crafted onto gloves, boots and belts only. "Hybrid Health flat" refers to the first part, the added health.

Added health is the same kind of stat that Vitality gives: each point of Vitality adds 10 health. Because added health is counted before percentages, every increased health bonus you have multiplies it. This is why a modest flat roll on boots or a belt is worth more than its number suggests once your passives stack increased health.

It is one affix, not two separate stats. When you craft, you add or upgrade the whole line with the Hybrid Health shard, and both halves rise together with the tier.

Hybrid Health %

The percentage half is increased health, a multiplier on all your added health. Maxroll's example: 150 added health with 50% increased health gives 225 health, that is 150 × (1 + 0.5). Increased health from all sources is added together first, so a Hybrid Health roll joins the same pool as your passive tree.

Hybrid Health is health only. It does not give ward, and it is not related to the ward or armor layers below.

Health is only one layer. Other defensive layers from the same Maxroll guide, for comparison:

LayerWhat it doesCap or rule
ResistancesReduce elemental, poison, necrotic and void damage75%, cannot be raised
ArmorReduces hit damage85% for physical, 59.5% for other types; no effect on damage over time
DodgeAvoids hits85% chance; cannot dodge damage over time
EnduranceReduces all damage below a health threshold20% base, up to 60%; base threshold 20% of health
Critical strike avoidanceStops enemy crits, which deal double damage100% means you are never crit

Ward Gain on Crit

Ward is a shield on top of health: damage hits ward first. There is no maximum, but ward decays even when you stand still, and it decays faster the more you have. Maxroll lists the usual ways to gain it as ward per second, ward on hit, ward on use and ward on kill. "Ward on crit" is a conditional version of ward on hit that only triggers on critical strikes, and it is found on specific skill nodes and items rather than as a common affix.

The decay rule, given in the community wiki and in the patch 1.1 notes: ward lost per second equals 0.4 times your current ward, divided by (1 + 0.5 × ward retention). With no retention, half of your ward disappears every 1.73 seconds; 200% retention makes ward last twice as long. A ward decay threshold stat keeps that much ward from decaying at all.

Intelligence gives ward retention: 2% per point since patch 1.2 (April 2025), down from 4%. Ward-related lines in the current item data include Added Intelligence and Ward per Second, Ward Decay Threshold, and Added Block Chance and Current Mana gained as Ward on Block. A crit-based ward source works best on builds with high crit chance and fast hits, because each crit refills ward that is constantly decaying.

Armor while Channeling

Armor reduces the damage of hits. Maxroll gives its cap as 85% for physical damage and 59.5% for all other types; the actual reduction depends on your armor value and the enemy's level. Armor does nothing against damage over time unless an item says otherwise: the current item data has the affix "Armor Mitigation also applies to damage over time per 10 Total Attributes", and older experimental glove lists include an armor-applies-to-damage-over-time line.

"Armor while channelling" means a bonus that applies only while you hold a channelled skill. The clearest example is the Mage skill Focus: its Iron Stance node gives more armor per point plus armor per point of Intelligence while channelling Focus (the patch 1.2 values were 10% more armor and +2 armor per Intelligence per point). For elemental damage, the affix All Resistances while Channelling uses the same condition.

Channelling costs mana in a special way: since patch 1.1 (July 2024), channelled skills no longer stop mana regeneration, but 8 mana was added to their channel cost. Armor while channelling suits builds that stand in melee range during a channel. If most of your damage taken is damage over time, raise endurance or resistances instead.

Mana and crafting

Mana on Potion Use

The affix behind this term is Experimental Mana on Potion Use, an experimental belt affix. Other belt affixes of the same family include Experimental Ward on Potion Use and Experimental Haste Effect.

Experimental affixes only roll on boots, gloves and belts, one per item, and are never available as shards. Since patch 1.2 (Season 2, April 2025) the only way to craft one is the Thaumaturgy Device in the Rune Prison Complex, which turns one prefix into an experimental affix. The item needs two prefixes and no experimental affix yet; higher prefix tiers, and exalted prefixes most of all, raise the chance of a better result, up to tier 5. The same patch removed the Glyph of Insight that older guides recommend for this.

Mana itself regenerates at a base 8 per second according to the community wiki. If a skill costs more than you have, you go into negative mana and cannot use skills with a cost until you are positive again. A mana-on-potion line helps casters who run dry between potion uses, but it does not replace mana regeneration for sustained casting.

Sealed Mana Regen

"Sealed" describes where an affix sits, not the stat. A Glyph of Despair has a chance to seal an affix instead of upgrading it: the affix moves to a dedicated sealed slot and its roll is frozen. That frees the slot it used, so you can add another affix in its place. "Sealed mana regen" is simply an increased mana regen affix that was sealed this way.

Rules for sealing, from the community wiki and Tunklab's 1.5.2 data:

  • a sealed affix cannot be changed or removed, and later runes such as the Rune of Havoc leave it untouched;
  • only tiers 1 to 4 can be sealed, and lower tiers seal more easily;
  • more affixes on the item and exalted items raise the chance;
  • the Glyph of Despair does not work on unique items; since patch 1.2, set affixes on reforged set items can be sealed;
  • experimental affixes can no longer be sealed (patch 1.2 removed the Rune of Research that did this).
Tier to sealRare, 4 affixesExalted, 4 affixes
T184%105%
T255.2%69%
T327.6%34.5%
T412%15%

Seal mana regen when it is a line the build needs and a low tier is enough, because the sealed roll can never be improved afterwards.

Void Knight and Sentinel skills

Sentinel Echo Modifier

Echoes belong to the Void Knight mastery of the Sentinel, not to every Sentinel. The official mastery text gives your melee attacks, throwing attacks and void spells a 10% chance to be repeated by an echo 0.5 seconds later. Movement skills and the skill Anomaly are excluded.

An echo repeats the hit, so damage bonuses on the original also apply to the echo, which is why slow heavy attacks pair well with it. Passives and gear add echo chance, and some skill nodes create echoes on their own terms. In Maxroll's Season 5 Warpath guide, the Echo Knight node makes Warpath create echoes if you moved at least 4 metres in the past 2 seconds, while echoes from Echo Knight do not benefit from the Warrior's Fury node. Read each echo source's tooltip for its timing: some passives echo 1 second later rather than 0.5.

Abyssal Echoes Echo Ring

Abyssal Echoes is a Void Knight skill, unlocked with 10 points in the Void Knight passive tree. Its current description: a nova that echoes from up to 8 enemies it reaches and applies abyssal decay. Enemies with abyssal decay take void damage over time for 5 seconds, and if they take a hit, all the decay damage left is dealt to them at once. "Echo ring" is a player name for this effect: the nova's ring repeats outward from the enemies it reaches.

StatValue
Abyssal decay100 void damage over 5 s, 1 stack
Stacking variant30 void damage over 3 s, no cap
Echoes fromUp to 8 enemies
Mana cost, cooldown35 mana, 3 s (official skill page)

Because a hit detonates the remaining decay, the skill pairs with fast hitting attacks. Patch 1.2 also gave the unique Trident of the Last Abyss a chance to cast Abyssal Echoes with a 3 second cooldown (from 4). The Warpath Void Knight build guide shows how void skills and echoes fit together in a build.

Shield Throw Ricochet

Shield Throw is a Sentinel throwing attack unlocked with 5 points in the Forge Guard passive tree. The current description: you throw a shield at a target, it ricochets to up to 2 additional targets and then returns to you, and you cannot throw a new shield until the current one is back. The community wiki adds that the shield hits every enemy in its path, not only the ricochet targets, and that added throwing attack damage applies at 200% effectiveness.

"Ricochet" is the number of extra bounces. A node that adds ricochets changes how many enemies the shield reaches and how long it is away, not how hard each hit lands. Because the shield must return first, extra bounces also delay your next throw.

The skill tree branches into fire damage: the patch 1.2 notes added 5% increased ignite duration per point to its Burning Crusade node. Shield Throw also triggers from gear; since patch 1.2 the unique Sigeon's Reprisal can retaliate with Shield Throw on block up to 2 times per second.

Warpath Spin Speed

Warpath is a Sentinel melee skill available from character level 2: hold the key to spin toward the cursor and strike enemies around you. It is a channelled skill, and Maxroll's Season 5 guide notes that it costs more mana every second you keep spinning.

There is no separate "spin speed" stat. How fast Warpath hits follows your attack speed: the community wiki describes it as hitting at twice your attack rate, with added damage at 60% effectiveness and a reduced chance to apply ailments on hit, and you move more slowly while spinning. Those wiki values are older than patch 1.0, so treat them as a guide. Movement speed decides how fast you travel while spinning, which matters for nodes that check movement such as Echo Knight.

Key Season 5 nodes from Maxroll's guide: Warrior's Fury grows Warpath's damage and area the longer you spin, up to a 10 second scaling duration, and raises the mana cost with it. The Onlyfarms Warpath Void Knight build guide describes a full build around the skill.

Guides and services

New to the game? Start with the beginner's guide, and for affixes, shards and glyphs read the detailed crafting guide. Onlyfarms offers Last Epoch builds, gold and current season services.

FAQ

What is Hybrid Health in Last Epoch?

It is an affix that gives both added and increased health in one line. It comes only from the Hybrid Health shard and can be placed on gloves, boots and belts.

How fast does ward decay?

With no ward retention, half of your ward is lost every 1.73 seconds. Retention slows the decay, and each point of Intelligence adds 2% ward retention since patch 1.2.

Does armor reduce damage over time?

Not by default. Armor reduces hit damage only, up to 85% for physical and 59.5% for other damage types. Specific affixes can make armor apply to damage over time; otherwise use endurance and resistances.

Can I still use a Glyph of Insight or Rune of Research?

No. Patch 1.2 removed both. Experimental affixes are now crafted at the Thaumaturgy Device, and they can no longer be sealed.

Which Sentinel mastery has echoes?

Only the Void Knight. Its mastery gives melee attacks, throwing attacks and void spells a 10% base chance to echo 0.5 seconds later, excluding movement skills and Anomaly.

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