Enemies have no Critical Damage Bonus for 4 seconds after you Blind them
Path of Exile 2 Currency Exchange · 2026-10-03 08:00 UTC

Carved Tenacity
Augment
20% increased Blind Effect
Enemies you Critically Hit get 100% reduced Life Regeneration Rate for 4 seconds
15% increased Critical Hit Chance
Your speed is Unaffected by Slows while Sprinting
8% increased Movement Speed while Sprinting
- Drop threshold
- 65 Minimum base-item drop level. Not a character-level requirement.
- Item class
- Augment
- Category
- [Augment]
- Required character level
- 60
- Augment type
- Idol
Place into an empty Augment Socket in a Weapon or Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Augments are items which can be placed into Augment sockets, usually on Equipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means. The types of Equipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value. Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill. Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.
Any damage that isn't damage over time is Hit damage. Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.
Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.
"Stay in the light, lest the Bodach take you. You'll disappear so completely none will know you existed." - Chronicler of Fables
Game data, source & technical identity
Metadata/Items/SoulCores/CarvedTenacityMetadata parentMetadata/Items/SoulCores/AbstractSoulCorePrepared source keysource:9658710f4a371ef5f5a76f52a2fed3f2065d4213db02dd2efd342ac778fe5990:baseitemtypes:799