Browse all 23 published Path of Exile 2 Ascendancies, with their notable, small and choice-node effects in crawlable HTML.
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Oracle
Druid Ascendancy
Converging Paths
Notable
20% inc. Immobilisation buildup20% increased Immobilisation buildup
Grants Skill: Moment of VulnerabilityGrants Skill: Moment of Vulnerability
Moment of Vulnerability
Level
(1 - 20)(1 - 20)
Cost
(6 - 18)Mana(6 - 18)Mana
Cooldown Time
1.00 s1.00 s
Cast Time
0.65 sec0.65 sec
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Deals (1 - 30) to (2 - 46)Phys.DmgDeals (1 - 30) to (2 - 46)Physical Damage
Nova radius is 4 mNova radius is 4 metres
10 second delay before enemy can be affected again10 second delay before enemy can be affected again
(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets
q20:+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets+(0 - 20)% of damage dealt to temporal visages is also dealt to the original targets
Fateful Vision
Notable
12% inc. Spell Dmg12% increased Spell Damage
Grants Skill: Align FateGrants Skill: Align Fate
Align Fate
Level
(1 - 20)(1 - 20)
While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast damaging, non-Channelling, non-Buff Spells you could cast that have no cooldown.
(9.15 - 12) second delay between Visages(9.15 - 12) second delay between Visages
Modifiers to CDRR also apply to Visage appearance frequencyModifiers to Cooldown Recovery Rate also apply to Visage appearance frequency
25%more Visage frequency per Spell Visages could cast25%more Visage frequency per Spell Visages could cast
Casting the matching Spell before the next Visage appears Empowers that SpellEmpoweredSpells deal 30%more damageCasting the matching Spell before the next Visage appears Empowers that SpellEmpoweredSpells deal 30%more damage
q20:(0 - 20)%more Visage frequency(0 - 20)%more Visage frequency
Harmony Within
Notable
8% inc. Life Regeneration rate8% increased Life Regeneration rate
8% inc. Mana Regeneration Rate8% increased Mana Regeneration Rate
Hit damage is taken from Mana before Life if your current Mana is higher than your current LifeHit damage is taken from Mana before Life if your current Mana is higher than your current Life
15%lessmaxLife15%lessmaximumLife
15%lessmaxMana15%lessmaximumMana
Unnamed Heartwood
Notable
Attacks used by Totems have 5% inc. Attack SpeedAttacks used by Totems have 5% increased Attack Speed
SpellsCast by Totems have 5% inc. Cast SpeedSpellsCast by Totems have 5% increased Cast Speed
Totems die 6 seconds after their Life is reduced to 0Totems die 6 seconds after their Life is reduced to 0
+1 to max number of Summoned Totems+1 to maximum number of Summoned Totems
Entwined Realities
Notable
Non-Keystone Passive Skills in Medium Radius of allocated Keystone Passive Skills can be allocated without being connected to your treeNon-Keystone Passive Skills in Medium Radius of allocated Keystone Passive Skills can be allocated without being connected to your tree
Forced Outcome
Notable
12% inc. Crit%12% increased Critical Hit Chance
Inevitable Critical HitsInevitable Critical Hits
The Unseen Path
Notable
Walk the Paths Not TakenWalk the Paths Not Taken
The Lesser Harm
Notable
Hits against you have 12% reduced Critical Dmg BonusHits against you have 12% reduced Critical Damage Bonus
Enemy Crit% against you is UnluckyEnemy Critical Hit Chance against you is Unlucky
Dmg of Enemies Hitting you is UnluckyDamage of Enemies Hitting you is Unlucky
Shaman
Druid Ascendancy
Bringer of the Apocalypse
Notable
12% inc. Ele.Dmg12% increased Elemental Damage
Grants Skill: ApocalypseGrants Skill: Apocalypse
Apocalypse
Level
(1 - 20)(1 - 20)
Cost
(8 - 55)Mana(8 - 55)Mana
Cast Time
1.00 sec1.00 sec
Build Glory by Hitting enemies with Elemental damage. When you have maximum Glory, you may become the walking Apocalypse for a duration, Triggering one of multiple powerful Elemental Skills at an interval while this Buff lasts.
Dur. of the Apocalypse is 12 secondsDuration of the Apocalypse is 12 seconds
Triggers one of three disasters every 0.75 secondsTriggers one of three disasters every 0.75 seconds
Requires 100Glory to useRequires 100Glory to use
Deals (3 - 128) to (4 - 192)Cold.DmgDeals (3 - 128) to (4 - 192)Cold Damage
Hailstorm radius is 2 mHailstorm radius is 2 metres
Hail impact radius is 0.8 mHail impact radius is 0.8 metres
Hailstorm creates 9 chunks of iceHailstorm creates 9 chunks of ice
Deals (19 - 902) to (28 - 1352)Fire.DmgDeals (19 - 902) to (28 - 1352)Fire Damage
Explosion radius is 1.6 mExplosion radius is 1.6 metres
Meteor lands after 2 secondsMeteor lands after 2 seconds
Deals (1 - 59) to (7 - 335)Light.DmgDeals (1 - 59) to (7 - 335)Lightning Damage
Crash Lightning radius is 1.6 mCrash Lightning radius is 1.6 metres
Pulses 3 times before final strikePulses 3 times before final strike
Final strike occurs after 3 secondsFinal strike occurs after 3 seconds
Deals (3 - 169) to (20 - 958)Light.DmgDeals (3 - 169) to (20 - 958)Lightning Damage
q20:(0 - 15)% inc. frequency of Triggers(0 - 15)% increased frequency of Triggers
Avatar of Evolution
Notable
+3% to allEle.Res+3% to allElemental Resistances
Adaptations have a duration of 5 secondsAdaptations have a duration of 5 seconds
5% of Phys.Dmg taken as Cold.Dmg5% of Physical Damage taken as Cold Damage
5% of Phys.Dmg taken as Fire.Dmg5% of Physical Damage taken as Fire Damage
5% of Phys.Dmg taken as Light.Dmg5% of Physical Damage taken as Lightning Damage
Furious Wellspring
Notable
+3 to Maximum Rage+3 to Maximum Rage
Regenerate 6% of your maxRage per secondRegenerate 6% of your maximumRage per second
Increases and Reductions to Mana Regeneration Rate also apply to Rage Regeneration RateIncreases and Reductions to Mana Regeneration Rate also apply to Rage Regeneration Rate
Skills have +5 to Rage costSkills have +5 to Rage cost
+7 to Maximum Rage+7 to Maximum Rage
Reactive Growth
Notable
+3% to allEle.Res+3% to allElemental Resistances
10%less Dmg taken of each Ele.Dmg Type per matching Adaptation10%less Damage taken of each Elemental Damage Type per matching Adaptation
10%lessEle.Dmg taken10%lessElemental Damage taken
Adapt to the highest Ele.Dmg Type of each Hit you takeAdapt to the highest Elemental Damage Type of each Hit you take
Wisdom of the Maji
Notable
10% inc. Armour, Evasion and ES10% increased Armour, Evasion and Energy Shield
Gain the benefits of Bonded modifiers on Runes and IdolsGain the benefits of Bonded modifiers on Runes and Idols
Turning of the Seasons
Notable
12% inc. Ele.Dmg12% increased Elemental Damage
Enemies in your Presence have ExposureEnemies in your Presence have Exposure
Gain10% of Dmg as Extra Dmg of a random ElementGain10% of Damage as Extra Damage of a random Element
Sacred Flow
Notable
12% inc. Life and Mana Recovery from Flasks12% increased Life and Mana Recovery from Flasks
+40 to Spirit for each of your empty Charm slots+40 to Spirit for each of your empty Charm slots
Druidic Champion
Notable
+3 to Maximum Rage+3 to Maximum Rage
Every 2Rage also grants 1%moreSpell damageEvery 2Rage also grants 1%moreSpell damage
When you Consume a Charge, Trigger ElementalSurge to gain 3Lightning SurgesWhen you Consume a Charge, Trigger ElementalSurge to gain 3Lightning Surges
Elemental Surge
Level
(1 - 20)(1 - 20)
Cost
0Mana0Mana
Attack Damage
(50 - 181)% of base(50 - 181)% of base
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Explosion radius is 1.8 mExplosion radius is 1.8 metres
CannotConsumeChargesCannotConsumeCharges
Converts 100% of Physical damage to Cold damageConverts 100% of Physical damage to Cold damage
Converts 100% of Physical damage to Fire damageConverts 100% of Physical damage to Fire damage
Converts 100% of Physical damage to Lightning damageConverts 100% of Physical damage to Lightning damage
q20:Explosion radius is (0 - 0.3) mExplosion radius is (0 - 0.3) metres
Surging Avatar
Notable
12% inc. Ele.Dmg12% increased Elemental Damage
When you Consume a Charge, Trigger ElementalSurge to gain 2ColdSurgesWhen you Consume a Charge, Trigger ElementalSurge to gain 2ColdSurges
When you Consume a Charge, Trigger ElementalSurge to gain 2FireSurgesWhen you Consume a Charge, Trigger ElementalSurge to gain 2FireSurges
Gain1 fewer Lightning Surge from Triggering ElementalSurgeGain1 fewer Lightning Surge from Triggering ElementalSurge
In for the Kill
Notable
4% inc. Skill Speed4% increased Skill Speed
20% inc. Move.Spd while an enemy with an Open Weakness is in your Presence20% increased Movement Speed while an enemy with an Open Weakness is in your Presence
40% inc. Skill Speed while an enemy with an Open Weakness is in your Presence40% increased Skill Speed while an enemy with an Open Weakness is in your Presence
Stalking Panther
Notable
20% inc. ER20% increased Evasion Rating
ER from Equipped Helmet, Gloves and Boots is doubledEvasion Rating from Equipped Helmet, Gloves and Boots is doubled
ER from Equipped Body Armour is halvedEvasion Rating from Equipped Body Armour is halved
Predatory Instinct
Notable
4% inc. Skill Speed4% increased Skill Speed
Reveal Weaknesses against Rare and Unique enemiesReveal Weaknesses against Rare and Unique enemies
50%more damage against enemies with an Open Weakness50%more damage against enemies with an Open Weakness
Critical Strike
Notable
12% inc. Accu Rating12% increased Accuracy Rating
Chance to Hit with Attacks can exceed 100%Chance to Hit with Attacks can exceed 100%
Gain additional Crit% equal to 25% of excess chance to Hit with AttacksGain additional Critical Hit Chance equal to 25% of excess chance to Hit with Attacks
Penetrate
Notable
12% inc. Accu Rating12% increased Accuracy Rating
Attacks using your Weapons have Added Phys.Dmg equalAttacks using your Weapons have Added Physical Damage equal
to 25% of the Accu Rating on the Weaponto 25% of the Accuracy Rating on the Weapon
Mystic Harvest
Notable
12% inc. amount of Life Leeched12% increased amount of Life Leeched
Life Leech recovers based on your Elemental damage as well as Physical damageLife Leech recovers based on your Elemental damage as well as Physical damage
Azmeri Brew
Notable
15% inc. Life and Mana Recovery from Flasks15% increased Life and Mana Recovery from Flasks
LifeFlasks also recover ManaLifeFlasks also recover Mana
ManaFlasks also recover LifeManaFlasks also recover Life
Ritualist
Huntress Ascendancy
Corrupted Lifeforce
Notable
15% inc. Phys.Dmg15% increased Physical Damage
Grants Skill: Blood BoilGrants Skill: Blood Boil
15%more Dmg against Enemies affected by Blood Boils15%more Damage against Enemies affected by Blood Boils
Blood Boil
Level
(1 - 20)(1 - 20)
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Inflicts a stack of Corrupted Blood on targets within 1.5 m per Blood Boil on slain EnemyInflicts a stack of Corrupted Blood on targets within 1.5 metres per Blood Boil on slain Enemy
Corrupted Blood duration is 5 secondsCorrupted Blood duration is 5 seconds
Corrupted Blood deals 2% of slain Enemy's maxLife as Physical damage per secondCorrupted Blood deals 2% of slain Enemy's maximumLife as Physical damage per second
Blood Boil applies to non-Unique enemies in your Presence every (1.53 - 2) secondsBlood Boil applies to non-Unique enemies in your Presence every (1.53 - 2) seconds
20%more Corrupted Blood infliction AoE per Blood Boil on slain Enemy20%more Corrupted Blood infliction Area of Effect per Blood Boil on slain Enemy
q20:Corrupted Blood duration is (0 - 1.5) secondsCorrupted Blood duration is (0 - 1.5) seconds
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration, or gain a single random Modifier at the cost of your own life force.
Modifier duration is (82 - 120) secondsModifier duration is (82 - 120) seconds
When used on yourself, removes 20% of maxLife to grant a random Monster Modifier, replacing any previous Modifier gained this wayWhen used on yourself, removes 20% of maximumLife to grant a random Monster Modifier, replacing any previous Modifier gained this way
q20:Modifier duration is (0 - 20) secondsModifier duration is (0 - 20) seconds
Intricate Sigils
Notable
15% inc. CharmCharges gained15% increased CharmCharges gained
15% inc. CharmCharges gained15% increased CharmCharges gained
Can instead consume 25% of maxMana to trigger Charms with insufficient chargesCan instead consume 25% of maximumMana to trigger Charms with insufficient charges
Wildwood Persistence
Notable
10% inc. Life Recovery rate10% increased Life Recovery rate
10% inc. Life Recovery rate per 5% missing Unreserved Life10% increased Life Recovery rate per 5% missing Unreserved Life
Mystic Attunement
Notable
3% inc. Attributes3% increased Attributes
25% inc. bonuses gained from Equipped Rings and Amulets25% increased bonuses gained from Equipped Rings and Amulets
Unfurled Finger
Notable
-20% to allEle.Res-20% to allElemental Resistances
While active, Sprinting turns you into a locust swarm which deals Physical Attack damage, which is not based on your Weapon's damage, in an area around you. You take damage and gain Heavy Stun buildup if this Hits any targets, but damage you take from other sources while sprinting will not apply Heavy Stun or interrupt your sprinting.
Swarm deals 2%more Dmg per Swarm's AdvanceSwarm deals 2%more Damage per Swarm's Advance
Swarm radius is 3 mSwarm radius is 3 metres
Swarm Hits all targets in area every 0.5 secondsSwarm Hits all targets in area every 0.5 seconds
Modifiers to CDRR apply to Hit frequencyModifiers to Cooldown Recovery Rate apply to Hit frequency
If Swarm Hits any targets, you take (1 - 34) to (2 - 51)Phys.Dmg and gain 1 Swarm's Advance, to a max of 50If Swarm Hits any targets, you take (1 - 34) to (2 - 51)Physical Damage and gain 1 Swarm's Advance, to a maximum of 50
Dmg taken this way applies 100%moreStun buildup to youDamage taken this way applies 100%moreStun buildup to you
Stun Buildup cannot empty while you have Swarm's Advance Lose all Swarm's Advance 4 seconds after you finish sprintingStun Buildup cannot empty while you have Swarm's Advance Lose all Swarm's Advance 4 seconds after you finish sprinting
(6 - 171) to (9 - 256) base Phys.Dmg(6 - 171) to (9 - 256) base Physical Damage
Gain a Vivid Wisp for every 10 m you move, up to a max of 3Gain a Vivid Wisp for every 10 metres you move, up to a maximum of 3
Expend all Vivid Wisps to trigger Vivid Stampede when you AttackExpend all Vivid Wisps to trigger Vivid Stampede when you Attack
Vivid Stampede
Level
(1 - 20)(1 - 20)
Cooldown Time
0.30 s0.30 s
Attack Damage
(100 - 362)% of base(100 - 362)% of base
Call upon Spirits of the Stag, sending them leaping forward. Each Stag releases a damaging shockwave each time it lands, and any Stags that travel the maximum possible distance also leave behind Shocked Ground.
Shockwave radius is 2 mShockwave radius is 2 metres
Stags leap 4 timesStags leap 4 times
Shocked Ground duration is 4 secondsShocked Ground duration is 4 seconds
Triggered when you Attack, creating one Stag per Vivid WispTriggered when you Attack, creating one Stag per Vivid Wisp
50%more chance to Shock50%more chance to Shock
Converts 60% of Physical damage to Lightning damageConverts 60% of Physical damage to Lightning damage
q20:Shockwave radius is (0 - 0.5) mShockwave radius is (0 - 0.5) metres
Gain a Primal Owl Feather every 4 seconds, up to a max of 3Gain a Primal Owl Feather every 4 seconds, up to a maximum of 3
Expend an Owl Feather when you Dodge to trigger Primal BountyExpend an Owl Feather when you Dodge to trigger Primal Bounty
Primal Bounty
Level
(1 - 20)(1 - 20)
Empowers the next Projectile Skill you use, causing it to create additional Projectiles and fly faster.
Empowered Skills fire 2 additional ProjEmpowered Skills have (30 - 68)% inc. Proj speedEmpowered Skills fire 2 additional ProjectilesEmpowered Skills have (30 - 68)% increased Projectile speed
This Skill is Triggered by consuming a Primal Owl Feather when you Dodge RollThis Skill is Triggered by consuming a Primal Owl Feather when you Dodge Roll
q20:Empowered Skills have (0 - 30)% inc. Proj speedEmpowered Skills have (0 - 30)% increased Projectile speed
Wild Protector
Notable
Companions deal 10% inc. DmgCompanions deal 10% increased Damage
10% inc. Dmg while your Companion is in your Presence10% increased Damage while your Companion is in your Presence
Call upon a Bear Spirit Companion to maul your foes. The Bear Spirit leaps at enemies to Maim them, Leeches Life with its slam, and periodically roars to Intimidate enemies. The Bear Spirit does not count toward your Companion limit.
q20:Minions have (0 - 20)%more Maximum LifeMinions have (0 - 20)%more Maximum Life
Bear Spirit gains Embrace of the WildBear Spirit gains Embrace of the Wild
Vivid Stags leap towards enemiesVivid Stags leap towards enemies
Central Proj of Owl Feather-Empowered Skills leaves a trail of Soaring GroundCentral Projectile of Owl Feather-Empowered Skills leaves a trail of Soaring Ground
The Natural Order
Notable
Companions have 10% inc. AoECompanions have 10% increased Area of Effect
Companions have 15% inc. maxLifeCompanions have 15% increased maximumLife
Tame Beast can capture Unique BeastsTame Beast can capture Unique Beasts
Can have up to one Unique Tamed Beast summonedCan have up to one Unique Tamed Beast summoned
Unique Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 secondsUnique Tamed Beasts are Possessed by random Azmeri Spirits, changing every 20 seconds
Idolatry
Notable
+10 to Spirit+10 to Spirit
Companions deal 10% inc. damage per Idol in your EquipmentCompanions deal 10% increased damage per Idol in your Equipment
2% inc. ReservationEfficiency of Skills per Idol in your Equipment2% increased ReservationEfficiency of Skills per Idol in your Equipment
-4% to allEle.Res per non-IdolAugment in your Equipment-4% to allElemental Resistances per non-IdolAugment in your Equipment
The Mhacha's Gift
Notable
12% inc. Crit%12% increased Critical Hit Chance
Gain Owl Feathers 50% fasterGain Owl Feathers 50% faster
Dodging can expend up to 3 Owl Feathers, granting Primal Bounty 100%moreDodging can expend up to 3 Owl Feathers, granting Primal Bounty 100%more
Empowerment effect per additional Feather expendedEmpowerment effect per additional Feather expended
The Mórrigan's Guidance
Notable
2% inc. Move.Spd2% increased Movement Speed
Gain a Vivid Wisp when Vivid Stampede endsGain a Vivid Wisp when Vivid Stampede ends
Stags deal 20%more Dmg per leapStags deal 20%more Damage per leap
Stags have 20%moreShock Magnitude per leapStags have 20%moreShock Magnitude per leap
The Catha's Balance
Notable
Companions deal 10% inc. DmgCompanions deal 10% increased Damage
10% inc. Dmg while your Companion is in your Presence10% increased Damage while your Companion is in your Presence
Companions gain added Attack damage equal to 60% of your main hand Weapon's damageCompanions gain added Attack damage equal to 60% of your main hand Weapon's damage
Gemling Legionnaire
Mercenary Ascendancy
Essence of Virtue
Notable
+2% to Quality of all Skills+2% to Quality of all Skills
While active, conjures a glittering barrier that accumulates protective gemstone Motes of each Attribute type over time, but loses a random Mote when you are Hit.
Gains a random Mote every (1.53 - 2) secondsGains a random Mote every (1.53 - 2) seconds
Maximum of each Attribute of Mote is 3 plus the number of Skills you have which require that Attribute Single-Attribute Skills grant twice as many max MotesMaximum of each Attribute of Mote is 3 plus the number of Skills you have which require that Attribute Single-Attribute Skills grant twice as many maximum Motes
2% inc. maxLife per Str Mote2% increased maximumLife per Strength Mote
5% inc. Armour, Evasion and ES per Dex Mote5% increased Armour, Evasion and Energy Shield per Dexterity Mote
5% inc. Life Regeneration rate per Int Mote5% increased Life Regeneration rate per Intelligence Mote
5% inc. Mana Regeneration rate per Int Mote5% increased Mana Regeneration rate per Intelligence Mote
q20:(0 - 2.5)% inc. Life Regeneration rate per Int Mote(0 - 2.5)% increased Life Regeneration rate per Intelligence Mote
q20:(0 - 2.5)% inc. Mana Regeneration rate per Int Mote(0 - 2.5)% increased Mana Regeneration rate per Intelligence Mote
Implanted Gems
Notable
+2% to Quality of all Skills+2% to Quality of all Skills
Choices
Bolstering Implants
+2 to Level of all Skills with a Str requirement+2 to Level of all Skills with a Strength requirement
Neurological Implants
+2 to Level of all Skills with an Int requirement+2 to Level of all Skills with an Intelligence requirement
Motoric Implants
+2 to Level of all Skills with a Dex requirement+2 to Level of all Skills with a Dexterity requirement
Integrated Efficiency
Notable
Equipment and Skill Gems have 4% reduced Attribute req.Equipment and Skill Gems have 4% reduced Attribute Requirements
Skills have 20% inc. Crit% per Connected Blue Support GemSkills have 20% increased Critical Hit Chance per Connected Blue Support Gem
Skills deal 20% inc. Dmg per Connected Red Support GemSkills deal 20% increased Damage per Connected Red Support Gem
Skills have 6% inc. Skill Speed per Connected Green Support GemSkills have 6% increased Skill Speed per Connected Green Support Gem
Thaumaturgical Infusion
Notable
Equipment and Skill Gems have 4% reduced Attribute req.Equipment and Skill Gems have 4% reduced Attribute Requirements
+1% to Maximum ColdResistance per 3 Blue Support Gems Socketed+1% to Maximum ColdResistance per 3 Blue Support Gems Socketed
+1% to Maximum FireResistance per 3 Red Support Gems Socketed+1% to Maximum FireResistance per 3 Red Support Gems Socketed
+1% to Maximum LightningResistance per 3 Green Support Gems Socketed+1% to Maximum LightningResistance per 3 Green Support Gems Socketed
Gem Studded
Notable
Equipment and Skill Gems have 4% reduced Attribute req.Equipment and Skill Gems have 4% reduced Attribute Requirements
For each colour of Socketed Support Gem that is most numerous, gain:For each colour of Socketed Support Gem that is most numerous, gain:
•Red: Hits against you have no Critical Dmg Bonus•Red: Hits against you have no Critical Damage Bonus
•Blue: Skills have 30%less cost•Blue: Skills have 30%less cost
•Green: 40%lessMove.Spd Penalty from using Skills while Moving•Green: 40%less Movement Speed Penalty from using Skills while Moving
Enhanced Effectiveness
Notable
3% inc. Attributes3% increased Attributes
20%lessAttributes20%lessAttributes
Inherent bonuses gained from Attributes are doubledInherent bonuses gained from Attributes are doubled
Adaptive Capability
Notable
3% inc. Attributes3% increased Attributes
Attribute req. of Gems can be satisified by your highest AttributeAttribute Requirements of Gems can be satisified by your highest Attribute
Advanced Thaumaturgy
Notable
+2% to Quality of all Skills+2% to Quality of all Skills
Gem Quality grants Socketed Skills an additional effectGem Quality grants Socketed Skills an additional effect
Tactician
Mercenary Ascendancy
Unleash Hell!
Notable
Minions deal 20% inc. DmgMinions deal 20% increased Damage
Grants Skill: Supporting FireGrants Skill: Supporting Fire
Supporting Fire
Level
(1 - 20)(1 - 20)
Recruit artillery Minions that take up positions behind you. They will lie in wait for your Command, then fire volleys of arrows at the target location.
Minions from this skill have 1% inc. AoE per 3 of your DexMinions from this skill have 1% increased Area of Effect per 3 of your Dexterity
Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
50%lessArmour and ER50%lessArmour and Evasion Rating
Sorcery Ward
Level
(1 - 20)(1 - 20)
Cast Time
1.00 sec1.00 sec
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Barrier recharges after (6.1 - 8) secondsBarrier recharges after (6.1 - 8) seconds
Ele.Dmg from Hits is taken from the Barrier before your Life, Mana or ES Barrier can take Ele.Dmg equal to 30% of your Armour and ER, up to a max of 32,000Elemental Damage from Hits is taken from the Barrier before your Life, Mana or Energy Shield Barrier can take Elemental Damage equal to 30% of your Armour and Evasion Rating, up to a maximum of 32,000
q20:Barrier can take Ele.Dmg equal to +(0 - 5)% of your Armour and ERBarrier can take Elemental Damage equal to +(0 - 5)% of your Armour and Evasion Rating
Witchbane
Notable
6% inc. CDRR6% increased Cooldown Recovery Rate
Enemies have Maximum Concentration equal to 30% of their Maximum LifeEnemies have Maximum Concentration equal to 30% of their Maximum Life
Break enemy Concentration on Hit equal to 100% of Dmg DealtBreak enemy Concentration on Hit equal to 100% of Damage Dealt
Enemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 secondsEnemies regain 10% of Concentration every second if they haven't lost Concentration in the past 5 seconds
Zealous Inquisition
Notable
8% inc. AoE8% increased Area of Effect
10% chance for Enemies you Kill to Explode, dealing 100%10% chance for Enemies you Kill to Explode, dealing 100%
of their maxLife as Phys.Dmgof their maximumLife as Physical Damage
Chance is doubled against Undead and DemonsChance is doubled against Undead and Demons
Ceremonial Ablution
Notable
15% inc. Armour and ER15% increased Armour and Evasion Rating
Sorcery Ward's Barrier can also take Physical and Chaos.Dmg from HitsSorcery Ward's Barrier can also take Physical and Chaos Damage from Hits
No Mercy
Notable
6% inc. CDRR6% increased Cooldown Recovery Rate
Deal up to 40%more Dmg to Enemies based on their missing ConcentrationDeal up to 40%more Damage to Enemies based on their missing Concentration
Weapon Master
Notable
6% inc. CDRR6% increased Cooldown Recovery Rate
Judge, Jury, and Executioner
Notable
35% inc. Dmg with Hits against Enemies that are on Low Life35% increased Damage with Hits against Enemies that are on Low Life
Decimating StrikeDecimating Strike
Pitiless Killer
Notable
35% inc. Dmg with Hits against Enemies that are on Low Life35% increased Damage with Hits against Enemies that are on Low Life
Culling StrikeCulling Strike
Acolyte of Chayula
Monk Ascendancy
Archon of Chayula
Notable
11% inc. Chaos.Dmg11% increased Chaos Damage
Grants Skill: Archon of ChayulaGrants Skill: Archon of Chayula
Archon of Chayula
Level
(1 - 20)(1 - 20)
Build Glory by dealing Chaos damage to enemies. When you have maximum Glory, you can entreat the Dreamer to inhabit you, briefly becoming his Archon.
Requires 100Glory to useRequires 100Glory to use
Generates 100% of Monster Power as Glory for this Skill on dealing ChaosHit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemyGenerates 100% of Monster Power as Glory for this Skill on dealing ChaosHit damage to an enemy or inflicting a Chaos damage over time Debuff on an enemy
Grants 20%morePhysical and Chaos damageGrants 20%morePhysical and Chaos damage
Grants 25% chance to Wither enemies for 4 seconds on HitGrants 25% chance to Wither enemies for 4 seconds on Hit
Trigger Chayula's Will every 3 secondsTrigger Chayula's Will every 3 seconds
Tornado radius is 2.8 mTornado radius is 2.8 metres
Tornado duration is 8 secondsTornado duration is 8 seconds
Converts 70% of Physical damage to Chaos damageConverts 70% of Physical damage to Chaos damage
q20:Grants (0 - 5)%morePhysical and Chaos damageGrants (0 - 5)%morePhysical and Chaos damage
Lucid Dreaming
Notable
4% inc. Skill Speed4% increased Skill Speed
Choices
Choice of Power
AllFlames of Chayula that you manifest are PurpleAllFlames of Chayula that you manifest are Purple
Remnants you create have 50% inc. effectRemnants you create have 50% increased effect
Remnants can be collected from 50% further awayRemnants can be collected from 50% further away
Choice of Mana
AllFlames of Chayula that you manifest are BlueAllFlames of Chayula that you manifest are Blue
Remnants you create have 50% inc. effectRemnants you create have 50% increased effect
Remnants can be collected from 50% further awayRemnants can be collected from 50% further away
Choice of Life
AllFlames of Chayula that you manifest are RedAllFlames of Chayula that you manifest are Red
Remnants you create have 50% inc. effectRemnants you create have 50% increased effect
Remnants can be collected from 50% further awayRemnants can be collected from 50% further away
Waking Dream
Notable
4% inc. Skill Speed4% increased Skill Speed
Grants Skill: Into the BreachGrants Skill: Into the Breach
Into the Breach
Level
(1 - 20)(1 - 20)
Create a Breach around you, allowing you to see nearby Flames of Chayula. You are considered to be in a Breach while this skill is active.
Flames of Chayula fade after 25 seconds if not picked upFlames of Chayula fade after 25 seconds if not picked up
Flame of Chayula within 5m of you are revealedFlame of Chayula within 5m of you are revealed
Flames of Chayula have (0 - 50)% inc. effectFlames of Chayula have (0 - 50)% increased effect
A Flame of Chayula manifests within 8.5m of you every (1.21 - 1.4) secondsA Flame of Chayula manifests within 8.5m of you every (1.21 - 1.4) seconds
q20:Flames of Chayula have (0 - 15)% inc. effectFlames of Chayula have (0 - 15)% increased effect
Grasp of the Void
Notable
Gain4% of Dmg as Extra Chaos.DmgGain4% of Damage as Extra Chaos Damage
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will cause damaging explosions. Copies created this way have 1 Life.
Explosion radius is 3 mExplosion radius is 3 metres
Illusion duration is 2 secondsIllusion duration is 2 seconds
q20:Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
Embrace the Darkness
Notable
10% inc. max Darkness10% increased maximum Darkness
You have no SpiritYou have no Spirit
Base Maximum Darkness is 100Base Maximum Darkness is 100
Dmg taken is Reserved from Darkness before being taken from Life or ESDamage taken is Reserved from Darkness before being taken from Life or Energy Shield
Darkness Reservation lasts for 5 secondsDarkness Reservation lasts for 5 seconds
+10 to Maximum Darkness per Level+10 to Maximum Darkness per Level
Inner Turmoil
Notable
10% chance to gain Volatility on Kill10% chance to gain Volatility on Kill
Gain1Volatility on inflicting an Elemental AilmentGain1Volatility on inflicting an Elemental Ailment
Take no Dmg from VolatilityTake no Damage from Volatility
Chayula's Gift
Notable
+7% to ChaosResistance+7% to ChaosResistance
+10% to Maximum Chaos Res+10% to Maximum Chaos Resistance
ChaosResistance is doubledChaosResistance is doubled
Sap of Nightmares
Notable
11% inc. amount of Life Leeched11% increased amount of Life Leeched
11% inc. amount of Mana Leeched11% increased amount of Mana Leeched
Leech recovers based on Chaos.Dmg as well as Phys.DmgLeech recovers based on Chaos Damage as well as Physical Damage
Deepening Shadows
Notable
10% inc. max Darkness10% increased maximum Darkness
1% inc. max Darkness per 1%ChaosResistance1% increased maximum Darkness per 1%ChaosResistance
Trigger Elemental Expression on MeleeCriticalHitTrigger Elemental Expression on MeleeCriticalHit
Elemental Expression
Level
(1 - 20)(1 - 20)
Cost
(3 - 39)Mana(3 - 39)Mana
Cooldown Time
0.25 s0.25 s
Cast Time
InstantInstant
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Triggers Fiery Explosion, Arcing Bolt, or Icy Wave on MeleeCriticalHitTriggers Fiery Explosion, Arcing Bolt, or Icy Wave on MeleeCriticalHit
Deals (8 - 244) to (12 - 366)Fire.DmgDeals (8 - 244) to (12 - 366)Fire Damage
Explosion radius is 3.6 mExplosion radius is 3.6 metres
Deals (7 - 200) to (10 - 300)Cold.DmgDeals (7 - 200) to (10 - 300)Cold Damage
Fires3ProjFires3Projectiles
Pierces all TargetsPierces all Targets
Deals (3 - 84) to (16 - 477)Light.DmgDeals (3 - 84) to (16 - 477)Lightning Damage
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Unbound duration is (8 - 9.9) secondsUnbound duration is (8 - 9.9) seconds
Gain Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy Maximum 100 Unbound Fury Cannot gain Unbound Fury while UnboundGain Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy Maximum 100 Unbound Fury Cannot gain Unbound Fury while Unbound
40%moreEle.Dmg while Unbound40%moreElemental Damage while Unbound
80%more chance to inflict Elemental Ailments while Unbound80%more chance to inflict Elemental Ailments while Unbound
40%moreElemental Ailment Buildup while Unbound40%moreElemental Ailment Buildup while Unbound
q20:Unbound duration is (0 - 1) secondUnbound duration is (0 - 1) second
Faith is a Choice
Notable
20% inc. ES Recharge Rate20% increased Energy Shield Recharge Rate
Grants Skill: MeditateGrants Skill: Meditate
Meditate
Level
(1 - 20)(1 - 20)
Cooldown Time
(7.00 - 5.10) s(7.00 - 5.10) s
Cast Time
1.00 sec1.00 sec
Channel to Recharge Energy Shield and allow that Recharge to Overflow. Channelling ends when you take damage or your Energy Shield is fully Overflowed.
+1 to Spirit for every 8ItemES on Equipped Body Armour+1 to Spirit for every 8Item Energy Shield on Equipped Body Armour
+1 to Spirit for every 20ER on Equipped Body Armour+1 to Spirit for every 20Evasion Rating on Equipped Body Armour
Cannot gain Spirit from EquipmentCannot gain Spirit from Equipment
...and Protect me from Harm
Notable
20% inc. ER20% increased Evasion Rating
Phys.Dmg Reduction from Armour is based on your combined Armour and ERPhysical Damage Reduction from Armour is based on your combined Armour and Evasion Rating
35%lessER35%lessEvasion Rating
I am the Thunder...
Notable
15% inc. Magnitude of Shock you inflict15% increased Magnitude of Shock you inflict
25% chance on Shocking Enemies to created Shocked Ground25% chance on Shocking Enemies to created Shocked Ground
Gain10% of Dmg as Extra Light.DmgGain10% of Damage as Extra Lightning Damage
While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.
Bells appear within 3 metre radius of youBells appear within 3 metre radius of you
A bell appears every (2.05 - 3) secondsA bell appears every (2.05 - 3) seconds
Bell duration is 21 secondsBell duration is 21 seconds
Modifiers to CDRR also apply to bell appearance frequencyModifiers to Cooldown Recovery Rate also apply to bell appearance frequency
Limit3 active BellsLimit3 active Bells
Tempest Bells are destroyed after an additional 1 HitsTempest Bells are destroyed after an additional 1 Hits
Shockwave radius is 2.3 mShockwave radius is 2.3 metres
Cannot cause Stun buildupCannot cause Stun buildup
q20:+(0 - -0.4) m to bell appearance radius+(0 - -0.4) metres to bell appearance radius
Hollow Form Technique
Notable
10% chance when you gain a PowerCharge to gain an additional PowerCharge10% chance when you gain a PowerCharge to gain an additional PowerCharge
Grants Skill: Hollow FormGrants Skill: Hollow Form
Hollow Form
Level
(1 - 20)(1 - 20)
Attack Speed
70% of base70% of base
Channel to create fleeting images of your astral self near the target location. The images perform a Socketed Melee Attack once then vanish, targeting the closest enemy if possible. The images cannot perform Channelled Skills or Conditional Skills. Consuming a Power Charge creates additional images.
Images can be created within 6 metre radius of youImages can be created within 6 metre radius of you
Creating an Image spends 80% of Socketed Skill's CostCreating an Image spends 80% of Socketed Skill's Cost
Consumes a PowerCharge to create 2 additional ImagesConsumes a PowerCharge to create 2 additional Images
q20:(0 - 10)% chance to not remove a PowerCharge but still count as consuming it(0 - 10)% chance to not remove a PowerCharge but still count as consuming it
20% inc. Immobilisation buildup20% increased Immobilisation buildup
100% Surpassing chance per enemy Power to gain100% Surpassing chance per enemy Power to gain
Mountain's Teachings on Immobilising an enemy ifMountain's Teachings on Immobilising an enemy if
you have the Way of the Mountain Ascendancy Passive Skillyou have the Way of the Mountain Ascendancy Passive Skill
Way of the Stonefist
Notable
15% inc. ER15% increased Evasion Rating
15% inc. maxES15% increased maximumEnergy Shield
Gloves you equip have their Base Type transformed to Fists of Stone while equipped, andGloves you equip have their Base Type transformed to Fists of Stone while equipped, and
their Explicit Modifiers are transformed into more powerful related Modifierstheir Explicit Modifiers are transformed into more powerful related Modifiers
Ignore Attribute req. to equip GlovesIgnore Attribute Requirements to equip Gloves
Martial Adept
Notable
4% inc. Attack Speed4% increased Attack Speed
-0.2 seconds to current ES Recharge delay per Combo expended when using Skills-0.2 seconds to current Energy Shield Recharge delay per Combo expended when using Skills
When you gain Combo, gain an additional ComboWhen you gain Combo, gain an additional Combo
Martial Master
Notable
4% inc. Attack Speed4% increased Attack Speed
GainCombo from allAttack HitsGainCombo from allAttack Hits
Skills can build and retain Combo regardless of Weapon SetSkills can build and retain Combo regardless of Weapon Set
Runic Meridians
Notable
+5 to allAttributes+5 to allAttributes
Can tattoo Runes onto your body, gainingCan tattoo Runes onto your body, gaining
12% inc. Effect of your Mark Skills12% increased Effect of your Mark Skills
Grants Skill: Called ShotsGrants Skill: Called Shots
Called Shots
Level
(1 - 20)(1 - 20)
Applies a socketed Mark Skill to a nearby unmarked Enemy every few seconds. Consuming socketed Marks will cause them to be reapplied to an unmarked Enemy. This reapplication can happen at most once every few seconds.
Applies a socketed Mark to 1 Enemy every five secondsApplies a socketed Mark to 1 Enemy every five seconds
Applies socketed Marks to Enemies within 10 mApplies socketed Marks to Enemies within 10 metres
Socketed Skills will Mark another Enemy within 3 Metres of Marked Enemy when ConsumedSocketed Skills will Mark another Enemy within 3 Metres of Marked Enemy when Consumed
q20:Applies socketed Marks to Enemies within (0 - 0.4) mApplies socketed Marks to Enemies within (0 - 0.4) metres
Mirage duration is (4.05 - 5) secondsMirage duration is (4.05 - 5) seconds
q20:+(0 - 1) seconds to Mirage duration+(0 - 1) seconds to Mirage duration
Projectile Proximity Specialisation
Notable
10% inc. Proj Speed10% increased Projectile Speed
Choices
Point Blank
Proj deal 20%moreHit damage to targets in the first 3.5 m of their movement, scaling down with distance travelled to reach 0% after 7 mProjectiles deal 20%moreHit damage to targets in the first 3.5 metres of their movement, scaling down with distance travelled to reach 0% after 7 metres
Far Shot
Proj deal 0%moreHit damage to targets in the first 3.5 m of their movement, scaling up with distance travelled to reach 20% after 7 mProjectiles deal 0%moreHit damage to targets in the first 3.5 metres of their movement, scaling up with distance travelled to reach 20% after 7 metres
Gathering Winds
Notable
4% inc. Skill Speed4% increased Skill Speed
GainTailwind on Skill useGainTailwind on Skill use
Lose allTailwind when HitLose allTailwind when Hit
Thrilling Chase
Notable
25% inc. Frenzy Charge Dur.25% increased Frenzy ChargeDuration
Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubledBenefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled
Avidity
Notable
25% inc. Frenzy Charge Dur.25% increased Frenzy ChargeDuration
50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge50% chance when you gain a Frenzy Charge to gain an additional Frenzy Charge
Bullseye
Notable
12% inc. Effect of your Mark Skills12% increased Effect of your Mark Skills
Apply 10Critical Weakness to Enemies when Consuming a Mark on themApply 10Critical Weakness to Enemies when Consuming a Mark on them
Endless Munitions
Notable
10% inc. Proj Speed10% increased Projectile Speed
Skills fire an additional ProjSkills fire an additional Projectile
Pathfinder
Ranger Ascendancy
Brew Concoction
Notable
20% inc. ManaFlaskCharges gained20% increased ManaFlaskCharges gained
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
AggravateBleeding on HitAggravateBleeding on Hit
Inflicts Bleeding on HitInflicts Bleeding on Hit
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
(11 - 314) to (21 - 582) base Phys.Dmg(11 - 314) to (21 - 582) base Physical Damage
q20:Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
Freeze enemies that are Primed for FreezeFreeze enemies that are Primed for Freeze
Inflicts Exposure on HitInflicts Exposure on Hit
(12 - 333) to (18 - 499) base Cold.Dmg(12 - 333) to (18 - 499) base Cold Damage
q20:(0 - 20)% inc. Freeze Dur. on enemies(0 - 20)% increased FreezeDuration on enemies
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
200%more chance to Shock200%more chance to Shock
50%more Magnitude of Shock inflicted50%more Magnitude of Shock inflicted
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
(8 - 224) to (24 - 672) base Light.Dmg(8 - 224) to (24 - 672) base Lightning Damage
q20:(0 - 40)%more chance to Shock(0 - 40)%more chance to Shock
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
CannotPoisonCannotPoison
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
(7 - 196) to (11 - 294) base Phys.Dmg(7 - 196) to (11 - 294) base Physical Damage
Burst radius is 1.5 mBurst radius is 1.5 metres
Enemies lose Life equal to 150% of the expected remaining Dmg of the Consumed PoisonEnemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison
30%moreAoE per Poison affecting the Enemy30%more Area of Effect per Poison affecting the Enemy
q20:Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
Path Seeker
Notable
Choices
Path of the Sorceress
Can Allocate Passive Skills from the Sorceress's starting pointCan Allocate Passive Skills from the Sorceress's starting point
Path of the Warrior
Can Allocate Passive Skills from the Warrior's starting pointCan Allocate Passive Skills from the Warrior's starting point
Traveller's Wisdom
Notable
Attribute Passive Skills can instead grant 5% inc. DmgAttribute Passive Skills can instead grant 5% increased Damage
Attribute Passive Skills can instead grant 5% inc. Armour, Evasion and ESAttribute Passive Skills can instead grant 5% increased Armour, Evasion and Energy Shield
Attribute Passive Skills can instead grant 5% inc. Cost EfficiencyAttribute Passive Skills can instead grant 5% increased Cost Efficiency
Overwhelming Toxicity
Notable
12% inc. Magnitude of Poison you inflict12% increased Magnitude of Poison you inflict
Double the number of your Poisons that targets can be affected by at the same timeDouble the number of your Poisons that targets can be affected by at the same time
50%lessPoison Dur.50%lessPoisonDuration
Running Assault
Notable
4% inc. Skill Speed4% increased Skill Speed
Cannot be Heavy Stunned while SprintingCannot be Heavy Stunned while Sprinting
30%lessMove.Spd Penalty from using Skills while moving30%less Movement Speed Penalty from using Skills while moving
Enduring Elixirs
Notable
20% inc. LifeFlaskCharges gained20% increased LifeFlaskCharges gained
LifeFlask Effects are not removed when Unreserved Life is FilledLifeFlask Effects are not removed when Unreserved Life is Filled
LifeFlask Effects do not QueueLifeFlask Effects do not Queue
Sustainable Practices
Notable
20% inc. ER20% increased Evasion Rating
50% of ER also grants Ele.Dmg reduction50% of Evasion Rating also grants Elemental Damage reduction
Relentless Pursuit
Notable
4% inc. Skill Speed4% increased Skill Speed
Your speed is unaffected by SlowsYour speed is unaffected by Slows
Chronomancer
Sorceress Ascendancy
Footprints in the Sand
Notable
Buffs on you expire 10% slowerBuffs on you expire 10% slower
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time. Removes any upcoming damage delayed by Phased Form on use.
Removes damage delayed by Phased FormRemoves damage delayed by Phased Form
Maximum 16 afterimagesMaximum 16 afterimages
Creates an afterimage every 0.25 secondsCreates an afterimage every 0.25 seconds
This Spell's Cast Speed cannot be modifiedThis Spell's Cast Speed cannot be modified
Debuff all targets in an area, causing a portion of Damage they take from Hits to be tracked by the Debuff. When the debuff's duration expires or can kill the target, the target loses life equal to that tracked damage all at once.
Initial cast radius is (1.5 - 3.1) mInitial cast radius is (1.5 - 3.1) metres
Debuff duration is 12 secondsDebuff duration is 12 seconds
Debuffed targets lose life equal to 25% of Hit Dmg dealt to them while Debuffed when Debuff expires Culls enemies if Debuff reaches Culling Strike ThresholdDebuffed targets lose life equal to 25% of Hit Damage dealt to them while Debuffed when Debuff expires Culls enemies if Debuff reaches Culling Strike Threshold
q20:+(0 - 0.5) Metres to initial cast radius+(0 - 0.5) Metres to initial cast radius
Ultimate Command
Notable
6% inc. CDRR6% increased Cooldown Recovery Rate
Grants Skill: Time FreezeGrants Skill: Time Freeze
Time Freeze
Level
(1 - 20)(1 - 20)
Cost
20Mana20Mana
Cooldown Time
(65.00 - 55.50) s(65.00 - 55.50) s
Cast Time
0.70 sec0.70 sec
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
Wave radius is 10 mWave radius is 10 metres
Time Freeze duration is 3 secondsTime Freeze duration is 3 seconds
Affected Enemies have Time Freeze duration halved for each time they've been Time Frozen in the past 30 secondsAffected Enemies have Time Freeze duration halved for each time they've been Time Frozen in the past 30 seconds
Buffs on you expire 10% slowerBuffs on you expire 10% slower
Take 30%less DmgTake 30%less Damage
4 seconds after being Dmgd by an Enemy Hit, take Dmg equal to 30% of that Hit's Dmg4 seconds after being Damaged by an Enemy Hit, take Damage equal to 30% of that Hit's Damage
Now and Again
Notable
6% inc. Cast Speed6% increased Cast Speed
CascadableSpells have 20% chance to EchoCascadableSpells have 20% chance to Echo
RepeatableSpells have 20% chance to RepeatRepeatableSpells have 20% chance to Repeat
Quicksand Hourglass
Notable
6% inc. AoE6% increased Area of Effect
4% inc. Skill Speed4% increased Skill Speed
Grants Sands of TimeGrants Sands of Time
Apex of the Moment
Notable
Debuffs you inflict have 6% inc. Slow MagnitudeDebuffs you inflict have 6% increased Slow Magnitude
Enemies in your Presence are Slowed by 20%Enemies in your Presence are Slowed by 20%
Command Ruzhan to hurl his greatsword, spreading hazardous runes on the ground where it lands. If an enemy steps on a rune, it erupts in a fiery tornado that deals Spell damage.
Deals 4 to 6Fire.DmgDeals 4 to 6Fire Damage
Creates runes within a 5 metre radiusCreates runes within a 5 metre radius
Limit21RunesLimit21Runes
Creates 8RunesCreates 8Runes
Pierces all TargetsPierces all Targets
Rune trigger radius is 0.8 mRune trigger radius is 0.8 metres
Rune duration is 6 secondsRune duration is 6 seconds
Deals (5 - 4883) to (7 - 7324)Fire.DmgDeals (5 - 4883) to (7 - 7324)Fire Damage
Tornado radius is 1.2 mTornado radius is 1.2 metres
Tornado duration is 4 secondsTornado duration is 4 seconds
Tornadoes Hit enemies every (0.51 - 0.7) secondsTornadoes Hit enemies every (0.51 - 0.7) seconds
Command Kelari to create a blast at the target location that deals Spell damage, and leave behind a clone that persists for a short duration. This skill can store multiple charges, and using it again while a clone from a previous use is still alive causes that clone to explode, dealing even more damage.
Deals 16 to 23Phys.DmgDeals 16 to 23Physical Damage
Explosion radius is 2.5 mExplosion radius is 2.5 metres
50%more damage for each previous time this Skill has been used consecutively, up to 300%50%more damage for each previous time this Skill has been used consecutively, up to 300%
Deals 3 to 5Phys.DmgDeals 3 to 5Physical Damage
Clone explosions inflict 2 additional Critical Weakness on HitClone explosions inflict 2 additional Critical Weakness on Hit
q20:(0 - 10)%more damage for each previous time this Skill has been used consecutively, up to 300%(0 - 10)%more damage for each previous time this Skill has been used consecutively, up to 300%
Channel and Command Kelari to Channel alongside you, creating blades that hang over the target location. The longer you Channel, the more blades Kelari will create. Upon release, his blades plunge into the ground and create shockwaves that deal Spell damage.
Deals 15 to 23Phys.DmgDeals 15 to 23Physical Damage
Shockwave length is 3.5 mShockwave length is 3.5 metres
Inflicts 4 additional Critical Weakness on HitInflicts 4 additional Critical Weakness on Hit
25%more area of effect per stage25%more area of effect per stage
125%more Dmg with Hits for each stage125%more Damage with Hits for each stage
4max stages4maximum stages
100%moreStun buildup100%moreStun buildup
q20:Inflicts (0 - 2) additional Critical Weakness on HitInflicts (0 - 2) additional Critical Weakness on Hit
Command Ruzhan to teleport to the target location. Upon arrival, the Djinn deals Spell damage to enemies around him then slams his blazing sword into the ground, creating a wave of lava that also deals Spell damage.
Deals 8 to 13Fire.DmgDeals 8 to 13Fire Damage
Dmg radius is 1.5 mDamage radius is 1.5 metres
Deals 29 to 44Fire.DmgDeals 29 to 44Fire Damage
Wave length is 4 mWave length is 4 metres
100%moreIgnite Magnitude100%moreIgnite Magnitude
q20:+(0 - 0.4) m to damage radius+(0 - 0.4) metres to damage radius
Command Navira to turn nearby Chilled Ground into Navira's Oasis, a mirage which grants you and Allies standing in it Flask charges and damage Recouped as Life and Mana. Plants in the area become Overgrown.
Converts Chilled Ground within 8 mConverts Chilled Ground within 8 metres
Oasis duration is 15 secondsOasis duration is 15 seconds
Oasis grants (30 - 80)% of damage taken Recouped as LifeOasis grants (30 - 80)% of damage taken Recouped as Life
Oasis grants (20 - 50)% of damage taken Recouped as ManaOasis grants (20 - 50)% of damage taken Recouped as Mana
Oasis grants 0.5Flask charges per secondOasis grants 0.5Flask charges per second
q20:Oasis grants (0 - 0.2)Flask charges per secondOasis grants (0 - 0.2)Flask charges per second
Command Navira to fracture all nearby areas of Chilled Ground that have enemies standing on them, doing high Spell damage with extreme Freeze potential.
Deals 44 to 66Cold.DmgDeals 44 to 66Cold Damage
Fractures Chilled Ground within 6 mFractures Chilled Ground within 6 metres
Chills Enemies as though dealing 200%more damageChills Enemies as though dealing 200%more damage
200%moreFreeze Buildup200%moreFreeze Buildup
q20:Chills Enemies as though dealing (0 - 40)%more damageChills Enemies as though dealing (0 - 40)%more damage
Command Ruzhan to conjure two volleys of flaming embers and fire them forward. The embers explode on impact, dealing Spell damage.
Deals 3 to 4Fire.DmgDeals 3 to 4Fire Damage
60%more damage against Immobilised enemies60%more damage against Immobilised enemies
Fires20ProjFires20Projectiles
Ember Explosion Radius is 0.9 mEmber Explosion Radius is 0.9 metres
q20:Fires+(0 - 4)ProjFires+(0 - 4)Projectiles
Barya of Ruzhan
Notable
Grants Skill: Ruzhan, the Blazing SwordGrants Skill: Ruzhan, the Blazing Sword
Ruzhan, the Blazing Sword
Level
(1 - 20)(1 - 20)
Summon Ruzhan, an invulnerable Flame Djinn Minion, to do your bidding. Ruzhan emerges to Strike enemies with his greatsword whenever you use a damaging Skill, and casts devastating Fire Spells when Commanded to do so.
Ruzhan deals 10%more damage for each damaging Skill you've used RecentlyRuzhan deals 10%more damage for each damaging Skill you've used Recently
Attacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with ExposureAttacks with Ruzhan's Zealotry when you use a damaging Skill with a 4 second cooldown, inflicting enemies Struck with Exposure
Harness Kelari's power to passively Consume Corpses in your Presence, causing Corpse Beetle Minions to burst forth. The Beetles passively follow you until Commanded. On your Command, they rush the target and explode.
(0.9 - 1.5) second duration between Corpse consumptions(0.9 - 1.5) second duration between Corpse consumptions
Maximum (4 - 8)Corpse BeetlesMaximum (4 - 8)Corpse Beetles
Summons 2 Beetles per Corpse consumedSummons 2 Beetles per Corpse consumed
Grants Skill: Navira's WellGrants Skill: Navira's Well
Navira's Well
Level
(1 - 20)(1 - 20)
Cost
(6 - 63)Mana(6 - 63)Mana
Command Navira to bolster your Energy Shield, causing it to begin Recharging immediately and granting you increased Energy Shield Recharge Rate for a duration.
Buff duration is 6 secondsBuff duration is 6 seconds
Buff grants (10 - 109)% Increased ES Recharge RateBuff grants (10 - 109)% Increased Energy Shield Recharge Rate
q20:Buff grants (0 - 20)% Increased ES Recharge RateBuff grants (0 - 20)% Increased Energy Shield Recharge Rate
Barya of Kelari
Notable
Grants Skill: Kelari, the Tainted SandsGrants Skill: Kelari, the Tainted Sands
Kelari, the Tainted Sands
Level
(1 - 20)(1 - 20)
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
50% inc. Critical Dmg Bonus50% increased Critical Damage Bonus
Inflicts Critical Weakness on HitInflicts Critical Weakness on Hit
Barya of Navira
Notable
Grants Skill: Navira, the Last MirageGrants Skill: Navira, the Last Mirage
Navira, the Last Mirage
Level
(1 - 20)(1 - 20)
Summon Navira, an invulnerable Water Djinn Minion to do your bidding. Navira will only act when you Command her to do so, bestowing restorative blessings upon you and your Allies with her Spells.
Triggers Navira's Calming when Commanded to use a Skill, granting nearby Allies(10 - 67)% inc. Mana Regeneration for 4 secondsTriggers Navira's Calming when Commanded to use a Skill, granting nearby Allies(10 - 67)% increased Mana Regeneration for 4 seconds
The Fourth Teaching
Notable
20% inc. maxES20% increased maximumEnergy Shield
40%moreES Recharge Rate while on Low ES40%moreEnergy Shield Recharge Rate while on Low Energy Shield
-1 second to base ES Recharge delay-1 second to base Energy Shield Recharge delay
Instruments of Power
Notable
4% inc. Cast Speed4% increased Cast Speed
You can equip a Focus while wielding a StaffYou can equip a Focus while wielding a Staff
50% reduced bonuses gained from EquippedFocus50% reduced bonuses gained from EquippedFocus
Sacred Rituals
Notable
20% inc. maxES20% increased maximumEnergy Shield
60% of your current ES is added to your Armour for60% of your current Energy Shield is added to your Armour for
determining your Phys.Dmg Reduction from Armourdetermining your Physical Damage Reduction from Armour
Baryanic Leylines
Notable
8% inc. AoE8% increased Area of Effect
Non-Unique Time-Lost Jewels have 40% inc. radiusNon-Unique Time-Lost Jewels have 40% increased radius
Varashta's Intuition
Notable
3% inc. maxMana3% increased maximumMana
100% of Ele.Dmg is taken from Mana before Life100% of Elemental Damage is taken from Mana before Life
Stormweaver
Sorceress Ascendancy
Tempest Caller
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
Trigger Elemental Storm on CriticalHit with SpellsTrigger Elemental Storm on CriticalHit with Spells
Elemental Storm
Level
(1 - 20)(1 - 20)
Cost
(8 - 55)Mana(8 - 55)Mana
Cooldown Time
3.00 s3.00 s
Cast Time
InstantInstant
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Storm radius is 1.8 mStorm radius is 1.8 metres
Storm duration is 5 secondsStorm duration is 5 seconds
Enemies inside the storm are HinderedEnemies inside the storm are Hindered
25% inc. Chill Dur. on Enemies25% increased ChillDuration on Enemies
Targets can be affected by two of your Chills at the same timeTargets can be affected by two of your Chills at the same time
Your Chills can Slow targets by up to a max of 35%Your Chills can Slow targets by up to a maximum of 35%
25%less Magnitude of Chill you inflict25%less Magnitude of Chill you inflict
Storm's Recollection
Notable
Remnants can be collected from 25% further awayRemnants can be collected from 25% further away
Remnants can be collected from 50% further awayRemnants can be collected from 50% further away
Remnants you create reappear once, 3 seconds after being collectedRemnants you create reappear once, 3 seconds after being collected
Force of Will
Notable
12% inc. Mana Regeneration Rate12% increased Mana Regeneration Rate
20% inc. Effect of Arcane Surge on you per ten percent missing Mana20% increased Effect of Arcane Surge on you per ten percent missing Mana
20% of Dmg is taken from Mana before Life20% of Damage is taken from Mana before Life
Strike Twice
Notable
20% inc. chance to Shock20% increased chance to Shock
Targets can be affected by two of your Shocks at the same timeTargets can be affected by two of your Shocks at the same time
25%less Magnitude of Shock you inflict25%less Magnitude of Shock you inflict
Refracted Infusion
Notable
Remnants can be collected from 25% further awayRemnants can be collected from 25% further away
When collecting an Elemental Infusion, gain another different Elemental InfusionWhen collecting an Elemental Infusion, gain another different Elemental Infusion
Shaper of Winter
Notable
25% inc. Chill Dur. on Enemies25% increased ChillDuration on Enemies
All Dmg from Hits Contributes to Chill MagnitudeAll Damage from Hits Contributes to Chill Magnitude
Shaper of Storms
Notable
20% inc. chance to Shock20% increased chance to Shock
All Dmg from Hits Contributes to Shock ChanceAll Damage from Hits Contributes to Shock Chance
Multiplying Squalls
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
+2 to Limit for Elemental Skills+2 to Limit for Elemental Skills
Constant Gale
Notable
12% inc. Mana Regeneration Rate12% increased Mana Regeneration Rate
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
While Channelling each strike of the anvil Empowers your next 3MeleeAttacksEmpoweredAttacks Trigger Combust on HitWhile Channelling each strike of the anvil Empowers your next 3MeleeAttacksEmpoweredAttacks Trigger Combust on Hit
Grants Skill: FireSpell on HitGrants Skill: FireSpell on Hit
Fire Spell on Hit
Level
(1 - 20)(1 - 20)
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Can only socket FireSpells Triggers all Socketed Spells and loses allEnergy on reaching maxEnergyCan only socket FireSpells Triggers all Socketed Spells and loses allEnergy on reaching maximumEnergy
Gains3Energy per Power of enemies you Hit with MeleeAttacks, modified by the percentage of the enemy's Ailment Threshold the Hit will dealGains3Energy per Power of enemies you Hit with MeleeAttacks, modified by the percentage of the enemy's Ailment Threshold the Hit will deal
(0 - 57)% inc. Energy gained(0 - 57)% increased Energy gained
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
Minions from this skill have 1% inc. Attack Speed per 3 of your DexMinions from this skill have 1% increased Attack Speed per 3 of your Dexterity
Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
Modifiers to FireResistance also grant Cold and LightningResistance at 50% of their valueModifiers to FireResistance also grant Cold and LightningResistance at 50% of their value
Forged in Flame
Notable
+8% to FireResistance+8% to FireResistance
Modifiers to Maximum FireResistance also grant Maximum Cold and LightningResistanceModifiers to Maximum FireResistance also grant Maximum Cold and LightningResistance
Internal Layer
Notable
Body Armour grants Hits against you have 100% reduced Critical Dmg BonusBody Armour grants Hits against you have 100% reduced Critical Damage Bonus
Molten Symbol
Notable
Body Armour grants 25% of Phys.Dmg from Hits taken as Fire.DmgBody Armour grants 25% of Physical Damage from Hits taken as Fire Damage
Flowing Metal
Notable
Body Armour grants +50% of Armour also applies to Ele.DmgBody Armour grants +50% of Armour also applies to Elemental Damage
Dedication to Kitava
Notable
Body Armour grants +100% of Armour also applies to Chaos.DmgBody Armour grants +100% of Armour also applies to Chaos Damage
Leather Bindings
Notable
Body Armour grants regenerate 3% of maxLife per secondBody Armour grants regenerate 3% of maximumLife per second
Kitavan Imprint
Notable
Body Armour grants 60% inc. Glory generationBody Armour grants 60% increased Glory generation
Heatproofing
Notable
Body Armour grants Unaffected by Damaging AilmentsBody Armour grants Unaffected by Damaging Ailments
Spiked Plates
Notable
Body Armour grants 100% inc. Thorns damageBody Armour grants 100% increased Thorns damage
Kitavan Engraving
Notable
Body Armour grants 15% inc. maxLifeBody Armour grants 15% increased maximumLife
Smith's Masterwork
Notable
Can only use a Normal Body ArmourCan only use a Normal Body Armour
+200 to Armour for each Connected Notable Passive Skill Allocated+200 to Armour for each Connected Notable Passive Skill Allocated
Tantalum Alloy
Notable
Body Armour grants +75% to FireResistanceBody Armour grants +75% to FireResistance
Support Straps
Notable
Body Armour grants 20% inc. StrBody Armour grants 20% increased Strength
Tribute to Utula
Notable
Body Armour grants 30% inc. SpiritBody Armour grants 30% increased Spirit
Titan
Warrior Ascendancy
Crushing Impacts
Notable
18% inc. Stun Buildup18% increased Stun Buildup
Your Hits are Crushing BlowsYour Hits are Crushing Blows
25%more Dmg against Heavy Stunned Enemies25%more Damage against Heavy Stunned Enemies
Mountain Splitter
Notable
18% inc. Stun Buildup18% increased Stun Buildup
Every Third Slam skill that doesn't create Fissures which you use yourself causes 3 additional Aftershocks ahead and to each side of the initial areaEvery Third Slam skill that doesn't create Fissures which you use yourself causes 3 additional Aftershocks ahead and to each side of the initial area
Earthbreaker
Notable
Slam Skills have 8% inc. AoESlam Skills have 8% increased Area of Effect
25% chance for Slam Skills you use yourself to cause an additional Aftershock25% chance for Slam Skills you use yourself to cause an additional Aftershock
Ancestral Empowerment
Notable
Slam Skills have 8% inc. AoESlam Skills have 8% increased Area of Effect
Every second Slam Skill you use yourself is Ancestrally BoostedEvery second Slam Skill you use yourself is Ancestrally Boosted
Hulking Form
Notable
4% inc. Str4% increased Strength
50% inc. effect of Small Passive Skills50% increased effect of Small Passive Skills
Colossal Capacity
Notable
4% inc. Str4% increased Strength
Carry a Chest which adds 20 Inventory SlotsCarry a Chest which adds 20 Inventory Slots
Stone Skin
Notable
20% inc. Armour20% increased Armour
50%moreArmour from Equipped Body Armour50%moreArmour from Equipped Body Armour
Mysterious Lineage
Notable
Regenerate 0.5% of maxLife per secondRegenerate 0.5% of maximumLife per second
15%more Maximum Life15%more Maximum Life
Warbringer
Warrior Ascendancy
Jade Heritage
Notable
20% inc. Armour20% increased Armour
Grants Skill: Encase in JadeGrants Skill: Encase in Jade
Gain a stack of Jade every secondGain a stack of Jade every second
Encase in Jade
Level
(1 - 20)(1 - 20)
Cost
15Mana15Mana
Cast Time
0.30 sec0.30 sec
Consume all stacks of Jade to grant Guard based off your maximum Life for each Jade consumed. You cannot gain Jade stacks while you have Guard.
Guard duration is (4 - 4.95) secondsGuard duration is (4 - 4.95) seconds
Gain Guard equal to 6% of your max life per Jade consumedGain Guard equal to 6% of your maximum life per Jade consumed
q20:Gain Guard equal to (0 - 1)% of your max life per Jade consumedGain Guard equal to (0 - 1)% of your maximum life per Jade consumed
+1 to max number of Summoned Totems+1 to maximum number of Summoned Totems
Trigger Ancestral Spirits when you Summon a TotemTrigger Ancestral Spirits when you Summon a Totem
Ancestral Spirits
Level
(1 - 20)(1 - 20)
This skill is Triggered each time you summon a Totem, summoning an Ancestral Spirit Minion to fight for you. If the Totem dies then the Ancestral Spirit triggered by it's summoning will die too.
Minions from this skill have 1% inc. Attack Speed per 3 of your DexMinions from this skill have 1% increased Attack Speed per 3 of your Dexterity
Modifiers to Totem Life also affects Minions from this SkillModifiers to Totem Life also affects Minions from this Skill
Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
q20:Minions have (0 - 20)%more Maximum LifeMinions have (0 - 20)%more Maximum Life
Imploding Impacts
Notable
Break 25% inc. ArmourBreak 25% increased Armour
Fully Broken Armour you inflict increases all Dmg Taken from Hits insteadFully Broken Armour you inflict increases all Damage Taken from Hits instead
You can Break Enemy Armour to below 0You can Break Enemy Armour to below 0
Warcaller's Bellow
Notable
20% inc. Warcry Speed20% increased Warcry Speed
Warcries Explode Corpses dealing 25% of their Life as Phys.DmgWarcries Explode Corpses dealing 25% of their Life as Physical Damage
Ignore Warcry CooldownsIgnore Warcry Cooldowns
Turtle Charm
Notable
6% inc. Block chance6% increased Block chance
You take 20% of damage from Blocked HitsYou take 20% of damage from Blocked Hits
Maximum Block chance is 75%Maximum Block chance is 75%
Renly's Training
Notable
6% inc. Block chance6% increased Block chance
Gain35% Base Chance to Block from EquippedShield instead of the Shield's valueGain35% Base Chance to Block from EquippedShield instead of the Shield's value
Wooden Wall
Notable
20% inc. Totem Life20% increased Totem Life
20% of Dmg from Hits is taken from your nearest Totem's Life before you20% of Damage from Hits is taken from your nearest Totem's Life before you
Anvil's Weight
Notable
Break 25% inc. ArmourBreak 25% increased Armour
Break Armour equal to 10% of Hit Dmg dealtBreak Armour equal to 10% of Hit Damage dealt
Abyssal Lich
Witch Ascendancy
Steward of Kulemak
Notable
30% inc. maxES if you've consumed a PowerChargeRecently30% increased maximumEnergy Shield if you've consumed a PowerChargeRecently
Damaging Spells consume a PowerCharge if able to trigger Abyssal ApparitionDamaging Spells consume a PowerCharge if able to trigger Abyssal Apparition
Abyssal Apparition
Level
(1 - 20)(1 - 20)
Cast Time
InstantInstant
Consume a Power Charge when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with Channelling Spells, Spells with a Cooldown, Triggered Spells, Spells granted by items, or Spells which already consume a Power Charge. This Skill is not directly Supportable.
Spells cast by Apparition deal (50 - 60)%less DmgSpells cast by Apparition deal (50 - 60)%less Damage
Unwilling Offering
Notable
15% inc. Minion Dur.15% increased MinionDuration
Offerings created by Culling Enemies have 1% inc. Effect per Power of Culled EnemyOfferings created by Culling Enemies have 1% increased Effect per Power of Culled Enemy
Your Offerings can target Enemies in Culling rangeYour Offerings can target Enemies in Culling range
Your Offerings affect you instead of your MinionsYour Offerings affect you instead of your Minions
Crystalline Phylactery
Notable
20% inc. maxES20% increased maximumEnergy Shield
50%moreMana Cost of Skills if you have no ES50%moreMana Cost of Skills if you have no Energy Shield
Can Socket a non-UniqueBasic Jewel into the PhylacteryCan Socket a non-UniqueBasic Jewel into the Phylactery
100% inc. Effect of bonuses gained from Socketed Jewel100% increased Effect of bonuses gained from Socketed Jewel
Soulless Form
Notable
3% inc. maxLife3% increased maximumLife
10% of Dmg taken bypasses ES10% of Damage taken bypasses Energy Shield
No inherent Mana RegenerationNo inherent Mana Regeneration
Regenerate Mana equal to 6% of maxLife per secondRegenerate Mana equal to 6% of maximumLife per second
Eldritch Empowerment
Notable
20% inc. maxES20% increased maximumEnergy Shield
Sacrifice5% of maxES when you Cast a SpellSacrifice5% of maximumEnergy Shield when you Cast a Spell
Spells for which this Sacrifice was fully made deal 30%more DmgSpells for which this Sacrifice was fully made deal 30%more Damage
SacrificingES does not interrupt RechargeSacrificingEnergy Shield does not interrupt Recharge
Incessant Cacophony
Notable
15% inc. AoE of Curses15% increased Area of Effect of Curses
Curses you inflict have infinite Dur.Curses you inflict have infinite Duration
You can apply an additional CurseYou can apply an additional Curse
Rupture the Flesh
Notable
15% inc. AoE of Curses15% increased Area of Effect of Curses
Cursed Enemies Killed by you, or by Allies in your Presence, have a 33% chance to Explode, dealing a quarter of their maxLife as Phys.DmgCursed Enemies Killed by you, or by Allies in your Presence, have a 33% chance to Explode, dealing a quarter of their maximumLife as Physical Damage
Umbral Well
Notable
6% inc. ReservationEfficiency of Minion Skills6% increased ReservationEfficiency of Minion Skills
Skeletal Minions you would create instead grant you Umbral Souls for each Minion you would have createdSkeletal Minions you would create instead grant you Umbral Souls for each Minion you would have created
Eternal Life
Notable
3% inc. maxLife3% increased maximumLife
Your Lifecannot change while you have ESYour Lifecannot change while you have Energy Shield
Skills gain a Base Life Cost equal to Base Mana CostSkills gain a Base Life Cost equal to Base Mana Cost
Life Remnants
Level
(1 - 20)(1 - 20)
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
25% chance to spawn a Remnant on killing an enemy25% chance to spawn a Remnant on killing an enemy
Spawn a Remnant on Hitting a target, no more than once every 3 secondsSpawn a Remnant on Hitting a target, no more than once every 3 seconds
Remnants last for 8 secondsRemnants last for 8 seconds
q20:(0 - 10)% chance to spawn a Remnant on killing an enemy(0 - 10)% chance to spawn a Remnant on killing an enemy
Sanguine Tides
Notable
15% inc. LifeFlaskCharges gained15% increased LifeFlaskCharges gained
On Hitting an Enemy while a LifeFlask is at full Charges, 40% of its Charges are consumedOn Hitting an Enemy while a LifeFlask is at full Charges, 40% of its Charges are consumed
Gain1% of damage as Physical damage for 5 seconds per Charge consumed this wayGain1% of damage as Physical damage for 5 seconds per Charge consumed this way
Gain1LifeFlaskCharge per 2%Life spentGain1LifeFlaskCharge per 2%Life spent
Blood Barbs
Notable
15% chance to inflict Bleeding on CriticalHit15% chance to inflict Bleeding on CriticalHit
Bleeding you inflict on Cursed targets is AggravatedBleeding you inflict on Cursed targets is Aggravated
Ele.Dmg also Contributes to Bleeding MagnitudeElemental Damage also Contributes to Bleeding Magnitude
Whispers of the Flesh
Notable
6% inc. Curse Magnitudes6% increased Curse Magnitudes
Targets Cursed by you have at least 15% of Life ReservedTargets Cursed by you have at least 15% of Life Reserved
Targets Cursed by you have 100% reduced Life Regeneration RateTargets Cursed by you have 100% reduced Life Regeneration Rate
Crimson Power
Notable
3% inc. maxLife3% increased maximumLife
Gain additional maxLife equal to 100% of the ItemES on Equipped Body ArmourGain additional maximumLife equal to 100% of the Item Energy Shield on Equipped Body Armour
Grasping Wounds
Notable
3% inc. maxLife3% increased maximumLife
25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead
Gore Spike
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
1% inc. Critical Dmg Bonus per 50 current Life1% increased Critical Damage Bonus per 50 current Life
Sunder the Flesh
Notable
12% inc. Crit% for Spells12% increased Critical Hit Chance for Spells
Base Crit% for Spells is 15%Base Critical Hit Chance for Spells is 15%
Vitality Siphon
Notable
12% inc. amount of Life Leeched12% increased amount of Life Leeched
20% of Spell Dmg Leeched as Life20% of Spell Damage Leeched as Life
Infernalist
Witch Ascendancy
Demonic Possession
Notable
12% inc. Spell Dmg12% increased Spell Damage
Grants Skill: Demon FormGrants Skill: Demon Form
Demon Form
Level
(1 - 20)(1 - 20)
Cost
(6 - 65)Mana(6 - 65)Mana
Cooldown Time
15.00 s15.00 s
Shapeshift into a demon, vastly boosting the power of your Spells. You gain Demonflame every second you remain in demon form, causing your Life to be lost at an ever-increasing rate. Maximum 10 Demonflame. Revert to human form if you reach 1 Life, use a Skill that isn't a Spell, or reactivate this Skill.
(12 - 25)% inc. Cast Speed while in Demon Form(12 - 25)% increased Cast Speed while in Demon Form
(0.8 - 18.5)Life Loss per second per Demonflame(0.8 - 18.5)Life Loss per second per Demonflame
Deal 3%moreSpell damage per DemonflameDeal 3%moreSpell damage per Demonflame
q20:(0 - 10)% inc. Cast Speed while in Demon Form(0 - 10)% increased Cast Speed while in Demon Form
Loyal Hellhound
Notable
Minions have 12% inc. maxLifeMinions have 12% increased maximumLife
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
MinionsIgnite Enemies within a radius of 2.5 m as though dealt Base Fire.Dmg equal to 20% of Minion's Maximum LifeMinionsIgnite Enemies within a radius of 2.5 metres as though dealt Base Fire Damage equal to 20% of Minion's Maximum Life
q20:Minions have (0 - 20)%more Maximum LifeMinions have (0 - 20)%more Maximum Life
Pyromantic Pact
Notable
3% inc. maxMana3% increased maximumMana
Take maxLife and ES as Fire.Dmg when Infernal Flame reaches maxTake maximumLife and Energy Shield as Fire Damage when Infernal Flame reaches maximum
Maximum Mana is replaced by twice as much Maximum Infernal FlameMaximum Mana is replaced by twice as much Maximum Infernal Flame
Gain Infernal Flame instead of spending Mana for Skill costsGain Infernal Flame instead of spending Mana for Skill costs
Lose all Infernal Flame on reaching max Infernal FlameLose all Infernal Flame on reaching maximum Infernal Flame
25% of Infernal Flame lost per second if none was gained in the past 2 seconds25% of Infernal Flame lost per second if none was gained in the past 2 seconds
Seething Body
Notable
3% inc. maxMana3% increased maximumMana
Elemental Archon does not expire while on High Infernal FlameElemental Archon does not expire while on High Infernal Flame
GainElemental Archon when you cast a Spell while on High Infernal FlameGainElemental Archon when you cast a Spell while on High Infernal Flame
Lose Elemental Archon on reaching max Infernal FlameLose Elemental Archon on reaching maximum Infernal Flame
Altered Flesh
Notable
3% inc. maxLife3% increased maximumLife
20% of Cold.Dmg taken as Fire.Dmg20% of Cold Damage taken as Fire Damage
20% of Light.Dmg taken as Fire.Dmg20% of Lightning Damage taken as Fire Damage
20% of Phys.Dmg taken as Chaos.Dmg20% of Physical Damage taken as Chaos Damage
Grinning Immolation
Notable
12% inc. Crit%12% increased Critical Hit Chance
Become Ignited when you deal a CriticalHit, taking 15% of your maxLife and ES as Fire.Dmg per secondBecome Ignited when you deal a CriticalHit, taking 15% of your maximumLife and Energy Shield as Fire Damage per second
+1 to Maximum ES per 8 Maximum Life+1 to Maximum Energy Shield per 8 Maximum Life
Reserves 25% of LifeReserves 25% of Life
Beidat's Will
Notable
3% inc. maxLife3% increased maximumLife
+1 to Maximum Spirit per 25 Maximum Life+1 to Maximum Spirit per 25 Maximum Life
Reserves 25% of LifeReserves 25% of Life
Beidat's Gaze
Notable
3% inc. maxLife3% increased maximumLife
+1 to Maximum Mana per 6 Maximum Life+1 to Maximum Mana per 6 Maximum Life
Reserves 25% of LifeReserves 25% of Life
Bringer of Flame
Notable
40% inc. Flammability Magnitude40% increased Flammability Magnitude
All Dmg from you and Allies in your PresenceAll Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudescontributes to Flammability and Ignite Magnitudes
Mastered Darkness
Notable
12% inc. Spell Dmg12% increased Spell Damage
Demonflame has no maxDemonflame has no maximum
Lich
Witch Ascendancy
Crystalline Phylactery
Notable
20% inc. maxES20% increased maximumEnergy Shield
50%moreMana Cost of Skills if you have no ES50%moreMana Cost of Skills if you have no Energy Shield
Can Socket a non-UniqueBasic Jewel into the PhylacteryCan Socket a non-UniqueBasic Jewel into the Phylactery
100% inc. Effect of bonuses gained from Socketed Jewel100% increased Effect of bonuses gained from Socketed Jewel
Soulless Form
Notable
3% inc. maxLife3% increased maximumLife
10% of Dmg taken bypasses ES10% of Damage taken bypasses Energy Shield
No inherent Mana RegenerationNo inherent Mana Regeneration
Regenerate Mana equal to 6% of maxLife per secondRegenerate Mana equal to 6% of maximumLife per second
Eldritch Empowerment
Notable
20% inc. maxES20% increased maximumEnergy Shield
Sacrifice5% of maxES when you Cast a SpellSacrifice5% of maximumEnergy Shield when you Cast a Spell
Spells for which this Sacrifice was fully made deal 30%more DmgSpells for which this Sacrifice was fully made deal 30%more Damage
SacrificingES does not interrupt RechargeSacrificingEnergy Shield does not interrupt Recharge
Necromantic Conduit
Notable
3% inc. maxMana3% increased maximumMana
While you are not on Low Mana, you and Allies in your Presence have Unholy MightWhile you are not on Low Mana, you and Allies in your Presence have Unholy Might
Lose 5% of maxMana per SecondLose 5% of maximumMana per Second
Incessant Cacophony
Notable
15% inc. AoE of Curses15% increased Area of Effect of Curses
Curses you inflict have infinite Dur.Curses you inflict have infinite Duration
You can apply an additional CurseYou can apply an additional Curse
Rupture the Soul
Notable
15% inc. AoE of Curses15% increased Area of Effect of Curses
Cursed Enemies killed by you, or by Allies in your Presence, have a 33% chance to explode, dealing a quarter of their maxLife as Chaos damageCursed Enemies killed by you, or by Allies in your Presence, have a 33% chance to explode, dealing a quarter of their maximumLife as Chaos damage
Price of Power
Notable
30% inc. maxES if you've consumed a PowerChargeRecently30% increased maximumEnergy Shield if you've consumed a PowerChargeRecently
Spells consume a PowerCharge if able to deal 40%more DmgSpells consume a PowerCharge if able to deal 40%more Damage
Blackened Heart
Notable
3% inc. maxMana3% increased maximumMana
4% inc. Magnitude of Unholy MightBuffs you grant per 100maxMana4% increased Magnitude of Unholy MightBuffs you grant per 100maximumMana
Eternal Life
Notable
3% inc. maxLife3% increased maximumLife
Your Lifecannot change while you have ESYour Lifecannot change while you have Energy Shield
Browse the published Main V2 Ascendancy catalog. Generated .
Immobilisation
A target is immobilised if it cannot move, for example due to being Frozen , PinnedPinned , Heavy StunnedHeavy Stunned , or Electrocuted .Physical Damage
10% increased Physical DamageSpells
Spells are skills that use raw magic to destroy your enemies. AttacksAttacks are not Spells. Spells have their own base damage, cast speed and Critical Hit chanceCritical Hit Chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chanceCritical Hit Chance.Cooldown Recovery Rate
Cooldown Recovery Rate modifies the speed at which your Skill cooldowns are restored. For example, with 100% increased Cooldown Recovery Rate your Skill cooldowns will effectively be halved. Cooldown Recovery Rate does not affect anything other than Skill cooldowns.Empowerment
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.Hit Damage
Any damage that isn't damage over time is Hit damage. Damaging AilmentsDamaging 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 AilmentsDamaging Ailments innately.Attacks
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon . SpellsSpells are not Attacks. The base damage, attack speed and critical hit chance of an attack are determined using your Martial Weapon 's stats unless the skill says otherwise. Attacks do not necessarily deal Physical damagePhysical Damage — they can deal any damage type.Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Dmg BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Critical Hit Chance
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage BonusesCritical Damage Bonus can further modify this value. AttacksAttacks usually use your weapon's base Critical HitHit Damage Chance, while SpellsSpells and some other skills have their base Critical HitHit Damage Chance listed on the skill. Most modifiers to Critical HitHit Damage Chance are percentage based. For example, gaining 100% increased Critical HitHit Damage Chance on a base Critical HitHit Damage Chance of 7% would result in a final Critical HitHit Damage Chance of 14%.Inevitable Critical Hits
Hits which could potentially be a CriticalCritical Hit ChanceHitHit Damage but do not roll a CriticalCritical Hit ChanceHitHit Damage will re-roll Critical Hit chanceCritical Hit Chance until they succeed. Hits have 30% less Critical Dmg BonusCritical Damage Bonus for each time Critical Hit chanceCritical Hit Chance was re-rolled.Inevitable Critical Hits
Hits which could potentially be a CriticalCritical Hit ChanceHitHit Damage but do not roll a CriticalCritical Hit ChanceHitHit Damage will re-roll Critical Hit chanceCritical Hit Chance until they succeed. Hits have 30% less Critical Damage BonusCritical Damage Bonus for each time Critical Hit chanceCritical Hit Chance was re-rolled.Paths Not Taken
You see what is and what might have been. Reveal a suite of Oracle-only passive tree nodes after Ascending as an Oracle. On taking The Unseen Path Ascendancy Notable, gain the ability to allocate these nodes.Critical Damage Bonus
Multiplies the damage dealt by CriticalCritical Hit Chance Hits . Default value is +100% (i.e. twice as much damage).Unlucky
Unlucky things are rolled twice and the worse result used.Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's PowerPower . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.Cold Damage
Cold damage is one of the five Dmg TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Cold Damage
Cold damage is one of the five Damage TypesDamageTypes . It is reduced by Cold ResistanceElemental Resistances . Cold hits apply ChillChill and build up FreezeFreezing , but cannot build up Heavy StunHeavy Stunned .Fire Damage
Fire damage is one of the five Dmg TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Fire Damage
Fire damage is one of the five Damage TypesDamageTypes . It is reduced by Fire ResistanceElemental Resistances . Fire Hits inflict FlammabilityFlammability based on how much Fire damage is dealt, which provides a chance to IgniteIgnited .Lightning Damage
Lightning damage is one of the five Dmg TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Lightning Damage
Lightning damage is one of the five Damage TypesDamageTypes . It is reduced by Lightning ResistanceElemental Resistances . Lightning hits have a chance to ShockShocking based on how much Lightning damage is dealt.Elemental Resistances
Resistances reduce damage taken of the corresponding damage type — FireFire Damage , ColdCold Damage , LightningLightning Damage or Chaos — up to a Maximum . FireFire Damage , ColdCold Damage and LightningLightning Damage Resistances are Elemental Resistances. Resistances can be improved with EquipmentEquipment, Passives & Quest items. Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.Adaptations
Adaptations are gained by taking Ele.DmgElemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits . Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.Adaptations
Adaptations are gained by taking Elemental DamageElemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits . Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.Rage
Rage grants 1% more AttackAttacks damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit Damage every 0.5 seconds can cause you to gain Rage.Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Phys.DmgPhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Evasion Rating
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 AccuAccuracy .Energy Shield
EnergyEnergyShieldShield protects your Life by taking damage instead. Rapidly Recharges if you don't lose EnergyEnergyShieldShield for a short time. Chaos damage removes twice as much EnergyEnergyShieldShield. Damage from BleedingBleeding and PoisonPoisons bypasses EnergyEnergyShieldShield to remove Life directly.Armour
Armour reduces Damage taken from Hits . By default, Armour only applies to Physical DamagePhysical Damage . Damage reduction from Armour is proportional to the amount of Damage , and is more effective at reducing smaller hits.Evasion Rating
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 AccuracyAccuracy .Gain
Damage gained as a specific damage type only scales with modifiers to the new type, not with modifiers to the source damage's type (unless they're the same type). For example, Lightning damageLightning Damage gained from Physical damagePhysical Damage scales with Lightning damageLightning Damage modifiers, but not Physical damagePhysical Damage modifiers. Damage Gain occurs in the same two step process as Damage Conversion . Damage over time cannot benefit from damage Gain.Runes
Runes are AugmentsAugment of Kalguuran origin and make.Idols
Idols are a type of AugmentAugment fashioned by the Azmeri.Presence
Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.Exposure
Exposure is a type of DebuffDebuffs that lowers the affected enemy's Total Ele.ResElemental Resistances . By default it lowers ResistancesElemental Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesElemental Resistances , this can cause the enemy's ResistanceElemental Resistances to become negative. Higher RarityRare and Unique enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monstersExposure
Exposure is a type of DebuffDebuffs that lowers the affected enemy's Total Elemental ResistancesElemental Resistances . By default it lowers ResistancesElemental Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesElemental Resistances , this can cause the enemy's ResistanceElemental Resistances to become negative. Higher RarityRare and Unique enemies are less affected by Exposure: 15% less Exposure effect on Magic monsters 30% less Exposure effect on Rare monsters 50% less Exposure effect on Unique monstersFlasks
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies. Normal enemies grant Flask charges equal to half their PowerPower Magic enemies grant Flask charges equal to their PowerPower Rare and UniqueRare and Unique enemies grant Flask charges equal to twice their PowerPower Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.Spirit
Spirit is a reserve of power used to activate and maintain skills with permanent effects. Spirit-powered skills are managed within the Skills Panel. Weapon SetsWeapon Set can have differing amounts of available Spirit, due to weapons with Spirit (such as Sceptres ), Weapon SetWeapon Set Passive Skills , or Persistent Skills that are active in specific Weapon SetsWeapon Set .Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.Lightning Surges
Elemental Surges are consumed when you use a non- MeleeMeleeProjProjectilesAttackAttacks to suffuse the ProjProjectiles fired by that AttackAttacks , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. ProjProjectiles which Split or Fork do not gain the benefits of Surges.Lightning Surges
Elemental Surges are consumed when you use a non- MeleeMeleeProjectileProjectilesAttackAttacks to suffuse the ProjectilesProjectiles fired by that AttackAttacks , causing them to trigger a Surging Blast when they reach the end of their flight. Your weapon can have a maximum of 6 of each type of Surge active by default. Surges last 15 seconds. Surges are specific to your current weapon, so do not affect non-weapon damage and are not carried over if you weapon swap. ProjectilesProjectiles which Split or Fork do not gain the benefits of Surges.Consuming
Multiple effects on enemies can be Consumed. Only one Consumption benefit can occur at once, and Consumption effects from Skills will take priority over those from other sources. Consuming a DebuffDebuffs on an enemy causes the enemy to be immune to that DebuffDebuffs for 1 seconds.Frenzy Charges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type. There are three types of Charges — Endurance, Frenzy and PowerPower. By default players can have up to 3 of each type of Charge at once.Skill Speed
Affects the speed at which all Skills are used. Increases and reductions to Skill Speed stack additively with increases and reductions to AttackAttacks Speed, Cast Speed, WarcryWarcries Speed, and similar stats.Equipped
Weapon, ArmourArmour , Belt, and Jewellery Items are Equipped to the character in the Inventory Panel. FlasksFlasks, Skill Gems, and JewelsJewels are never considered to be Equipped.Reveal Weaknesses
Revealed Weaknesses are highlighted on enemy Life bars, and occupy a total of 45% of their maximum Life (but in random segments). While the enemy's current Life is within a highlighted segment, they are considered to have an Open Weakness.Rare and Unique
Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.Accuracy
Accuracy is used to hit a target with an AttackAttacks , and is checked against the targets EvasionEvasion Rating to determine that chance. Player AttacksAttacks 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.Leeched as Life
When you deal damage with a HitHit Damage , Life LeechLeech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Dmg TypesDamageTypes , the ratios between them will stay the same. Monsters have LeechLeechResistanceElemental Resistances that increases with monster level, reducing how much you recover from LeechLeech from Hits against them. You can only recover from a single instance of Life LeechLeech at a time, and all Life LeechLeech is removed when Life is filled.Leeched as Life
When you deal damage with a HitHit Damage , Life LeechLeech causes you to recover an amount of Life to a percentage of the damage dealt, over a period of one second. Hits that deal more than 40,000 total damage are treated as though they only dealt 40,000 damage for this calculation. If this damage is of multiple Damage TypesDamageTypes , the ratios between them will stay the same. Monsters have LeechLeechResistanceElemental Resistances that increases with monster level, reducing how much you recover from LeechLeech from Hits against them. You can only recover from a single instance of Life LeechLeech at a time, and all Life LeechLeech is removed when Life is filled.non-Unique
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.Sacrificing
Sacrificing is loss of a resource (commonly Life, Mana or ESEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing MinionMinions Life) can lead to their death.Sacrificing
Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing MinionMinions Life) can lead to their death.Attributes
StrStrength , DexDexterity , and IntIntelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use EquipmentEquipment and Gems. Each Attribute provides a different inherent bonus.Attributes
StrengthStrength , DexterityDexterity , and IntelligenceIntelligence are the 3 primary attributes. The most important use of Attributes is to meet requirements to use EquipmentEquipment and Gems. Each Attribute provides a different inherent bonus.Stun
Hits against any target can potentially cause a Stun on that target, depending on the damage dealt. Stunning a target interrupts their current action and prevents them from taking actions for a short time. There are two types of Stun: Light Stuns last a fraction of a second but can be inflicted frequently. Any HitHit Damage has a chance to cause a Light Stun . The chance is based on the damage dealt, up to 100% base chance for Hits that deal 100% of the target's maximum Life. Chances lower than 15% are treated as 0%. Heavy StunsHeavy Stunned occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy Stunned buildup based on the damage dealt. Players and their MinionsMinions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy Stunned buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player Physical damagePhysical Damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy Stunned buildup. These bonuses are multiplicative with each other. Monster Physical damagePhysical Damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy Stunned buildup respectively. These bonuses are multiplicative with each other.Shocked Ground
Shocked Ground ShocksShocking those standing in it, and lasts 6 seconds by default.Shocking
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damageLightning Damage from Hits ContributesContributes to chance to Shock enemies. The higher the Lightning damageLightning Damage dealt, the higher the chance. By default a HitHit Damage has 1% chance to Shock for every 4% of the target's Ailment ThresholdAilment Threshold dealt.Projectiles
A Projectile is a moving AttackAttacks or SpellSpells that usually impacts with targets when it hits them. When a group of multiple Projectiles is fired from the same source at the same time, only one Projectile in the group can hit each target unless otherwise specified.Companions
Companions are a type of Reviving MinionMinions that are more complex and powerful than typical MinionsMinions . By default you can only have one Companion of any type summoned at a time.Minions
Minions are summoned AlliesAllies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.Soaring Ground
Soaring Ground grants 30% increased EREvasion Rating, 40% increased damage while on Full Life, and Onslaught to you or AlliesAllies standing on it. These effects Linger for 1 second. Soaring Ground has a 6 second base duration unless otherwise specified.Soaring Ground
Soaring Ground grants 30% increased Evasion RatingEvasion Rating, 40% increased damage while on Full Life, and Onslaught to you or AlliesAllies standing on it. These effects Linger for 1 second. Soaring Ground has a 6 second base duration unless otherwise specified.Azmeri Spirits
Azmeri SpiritsSpirit are the spirits of various Azmeri Animal Guardians. Azmeri SpiritsSpirit appear as wisps that flee as you approach them. Normal or Magic Monsters the SpiritSpirit comes into contact with become SpiritSpirit-Influenced , while Rare or Unique monsters will be Possessed . SpiritSpirit-Influenced or Possessed monsters are stronger and more rewarding. Possession's bonuses are more effective for each monster the SpiritSpirit has Influenced.Equipment
Equipment are items that can be EquippedEquippedReservation
Reservation effects prevent a portion of a given resource — usually SpiritSpirit , though it can also be Life or Mana — from being used for other purposes while active. Reserving a resource does not change the maximum value of that resource.Efficiency
Efficiency modifiers act as divisors to the stat they modify. For example, 50% increased ReservationReservation Efficiency causes your ReservationsReservation to be 67% of their base value, 100% increased ReservationReservation Efficiency causes your ReservationsReservation to be 50% of their base value, and so on. Reduced ReservationReservation Efficiency will cause the modified stat to grow larger instead of smaller.Augment
Augments are items which can be placed into Augment sockets, usually on EquipmentEquipment items. Once socketed, they can be replaced by other Augments, but cannot be removed by normal means. The types of EquipmentEquipment which an Augment can be placed into and the corresponding benefit provided are listed on the item.Quality
Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damagePhysical Damage per Quality. ArmoursArmour gain 1% more ArmourArmour , EvasionEvasion Rating , ESEnergy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. FlasksFlasks gain 1% more Life and Mana recovery per Quality. CharmsCharms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.Quality
Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%. Martial Weapons gain 1% more Physical damagePhysical Damage per Quality. ArmoursArmour gain 1% more ArmourArmour , EvasionEvasion Rating , Energy ShieldEnergy Shield and Runic Ward per Quality. Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item. FlasksFlasks gain 1% more Life and Mana recovery per Quality. CharmsCharms gain 1% increased duration per Quality. Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.Strength
Strength is an AttributeAttributes required to equip most equipment that grants ArmourArmour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants EREvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants Evasion RatingEvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuracyAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Intelligence
Intelligence is an AttributeAttributes required to use most equipment that grants ESEnergy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.Intelligence
Intelligence is an AttributeAttributes required to use most equipment that grants Energy ShieldEnergy Shield , as well as various spell-aligned Weapons and Skills. Intelligence provides an inherent bonus of +2 to maximum Mana per 1 Intelligence Intelligence does not grant damage to Skills or any other benefits except where specifically stated.Support Gems
Support Gems can be inserted into sockets on a Skill Gem in order to modify the effects of that Skill. They only apply to the Skill Gem they are socketed into. You cannot use multiple copies of the exact same Lineage Support across multiple Skills, or for Supports that grant global benefits to persistent reservation Skills while active. Cannot use multiple Support Gems of the same Category in one Skill.Deflection Rating
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 AccuAccuracy .Deflection Rating
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 AccuracyAccuracy .Ailment Threshold
A higher Elemental AilmentElemental Ailment Threshold makes it less likely that being HitHit Damage by Ele.DmgElemental Damage will apply the relevant Ailment , as well as lowering the amount of FreezeFreezing and Electrocute buildup recieved. A lower Elemental AilmentElemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezing and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.Ailment Threshold
A higher Elemental AilmentElemental Ailment Threshold makes it less likely that being HitHit Damage by Elemental DamageElemental Damage will apply the relevant Ailment , as well as lowering the amount of FreezeFreezing and Electrocute buildup recieved. A lower Elemental AilmentElemental Ailment Threshold makes it more likely, and increases buildup of FreezeFreezing and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.Limit
Certain skills can only have a limited number of effects active at once. If a new effect is created while at the maximum number of effects, the oldest effect will dissapear. Certain support gems and items can modify skill effect limits.Pinned
Certain skills and effects allow damage to build up Pinned. Once this build up passes the enemy's Pinned Threshold, they are Pinned, preventing them moving, being moved or Evading for 3 seconds. They are also Light Stunned when they become Pinned. Pinned targets count as ImmobilisedImmobilisation .Allies
Your allies include other players, MinionsMinions , and any other entity that fights alongside you and has its own stats. You do not count as your own Ally.Buffs
Buffs are effects that boost a player or monster's stats for a duration or while a condition is met. Unless otherwise stated, Buffs of the same type do not stack — only the copy with the strongest effect applies.Concentration
Enemies have less CDRRCooldown Recovery Rate the lower their Concentration, scaling down to 50% less CDRRCooldown Recovery Rate when Concentration is 0%.Concentration
Enemies have less Cooldown Recovery RateCooldown Recovery Rate the lower their Concentration, scaling down to 50% less Cooldown Recovery RateCooldown Recovery Rate when Concentration is 0%.Low Life
A player or monster is on Low Life if it has 35% of its Maximum Life or less.Decimating Strike
Hits against Full Life Enemies remove between 5% and 30% of Life, before the damage of the HitHit Damage is applied.Culling Strike
Culling Strikes kill Normal enemies if their life is at 35% or below. Magic enemies are instead killed at 20%, Rare at 10% and Unique at 5%. These thresholds are checked before the damage of the HitHit Damage is applied.Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRare and Unique : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.Debuffs
Debuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met. Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies.Flames of Chayula
Flames of Chayula are RemnantsRemnants that grant the following bonuses when collected: Red Flames of Chayula LeechLeech 20% of your maximum Life to you Blue Flames of Chayula LeechLeech 20% of your maximum Mana to you Purple Flames of ChayulaPurpleFlamesOfChayula provide a stacking BuffBuffs granting 7% of damage as extra Chaos damage for 8 seconds, and stacks up to 10 times.Remnants
Remnants are lingering objects in the world which are generally created by player Skills. Walking over a Remnant collects it to grant a bonus based on the type of Remnant. Remnants will generally disappear if not collected for some time.Volatility
Volatility explodes after 4 seconds, dealing 100 Phys.DmgPhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.Volatility
Volatility explodes after 4 seconds, dealing 100 Physical DamagePhysical Damage to you per Volatility. For 10 seconds after explosion, you will gain Volatile PowerPower, Gaining 1% of Damage as Chaos for each Volatility which exploded. The explosion timer will reset on gaining another stack of Volatility. Volatility can be gained once every 0.1 seconds, and the default maximum for Volatility stacks on you at once is 200.Elemental Ailment
Elemental Ailments are IgniteIgnited , ChillChill , FreezeFreezing , ShockShocking , and Electrocute .Maximum Chaos Resistance
The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.Leech
Leech recovers an amount of Life , Mana , ESEnergy Shield , or RageRage over one second, usually as a result of Hitting an enemy and based on the damage of the HitHit Damage . Only one instance of Leech for each resource can provide recovery at a time.Leech
Leech recovers an amount of Life , Mana , Energy ShieldEnergy Shield , or RageRage over one second, usually as a result of Hitting an enemy and based on the damage of the HitHit Damage . Only one instance of Leech for each resource can provide recovery at a time.Melee
Melee AttacksAttacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any ProjProjectiles these attacks create do not count as Melee damage.Melee
Melee AttacksAttacks are those that directly hit with a melee Strike or a Slam , dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any ProjectilesProjectiles these attacks create do not count as Melee damage.Energy Shield Recharge Rate
Affects how quickly ESEnergy Shield is recovered by Recharge once it starts Recharging.Energy Shield Recharge Rate
Affects how quickly Energy ShieldEnergy Shield is recovered by Recharge once it starts Recharging.Item Energy Shield
Stats that refer to an item's ESEnergy Shield use the exact value listed on the item. This means that QualityQuality and local modifiers on the item are taken into account, but stats from other sources that change the amount of ESEnergy Shield actually granted to your character are not considered.Item Energy Shield
Stats that refer to an item's Energy ShieldEnergy Shield use the exact value listed on the item. This means that QualityQuality and local modifiers on the item are taken into account, but stats from other sources that change the amount of Energy ShieldEnergy Shield actually granted to your character are not considered.Energy
Several Meta Skills generate and use Energy. Each Skill which generates Energy has its own Energy count particular to that Skill. Most effects which use Energy do so to Trigger other effects or Skills, based on the use time of the triggered Skill. When calculating Energy gain or consumption from the use time of a Skill, modifiers to Total use time are treated as though they were double the value. Energy cannot be gained from direct effects of Triggered Skills.Chill
Chill is an Ailment that SlowsSlowed the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental AilmentElemental Ailment Threshold , with a minimum of 30% and a default maximum of 50%. Cold damageCold Damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.Freezing
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damageCold Damage from Hits ContributesContributes to Freeze Buildup on enemies until they become Frozen .Chilled Ground
Chilled Ground ChillsChill those standing in it, and lasts 6 seconds by default.Focus
Foci are armour items that are equipped in your off hand and require IntIntelligence to equip. Foci can grant significant amounts of ESEnergy Shield and powerful bonuses to your SpellsSpells .Focus
Foci are armour items that are equipped in your off hand and require IntelligenceIntelligence to equip. Foci can grant significant amounts of Energy ShieldEnergy Shield and powerful bonuses to your SpellsSpells .Mountain's Teachings
While you have any amount of Mountain's Teachings: • AttacksAttacks you use yourself and AttacksAttacks granted by this Ascendancy Class deal 15% more damage • Enemy Hits you take that would deal damage less than or equal to 30% of your maximum Life (after mitigation such as ArmourArmour and ResistancesElemental Resistances , but before other modifiers to damage taken) deal 40% less damage • You have 50% more StunStun Threshold All Mountain's Teachings are lost if you go 20 seconds without gaining any.Base Type
An item's Base Type refers to the specific variety of item it is, and grants it inherent properties such as damage on Martial Weapons , defensive bonuses on ArmourArmour, or Life recovery on Life FlasksFlasks . It is also often responsible for the Level and/or AttributeAttributes Requirements to equip an item. For example: • Wrapped Quarterstaff and Long Quarterstaff are both Quarterstaff Base Types • Stocky Mitts and Linen Wraps are both Gloves Base Types • Lesser Mana FlaskFlasks and Greater Mana FlaskFlasks are both Mana FlaskFlasks Base TypesEnergy Shield Recharge
Lost ESEnergy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of ESEnergy Shield resets this delay, interrupting Recharge.Combo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you Strike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .Energy Shield Recharge
Lost Energy ShieldEnergy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy ShieldEnergy Shield resets this delay, interrupting Recharge.Weapon Set
Your character has two Weapon Sets that can be used independently by equipping items into both sets. By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel. In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set. Weapon Sets can have differing amounts of available SpiritSpirit , due to weapons with SpiritSpirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets.Mark
Marks are a family of DebuffsDebuffs that apply powerful effects to a single enemy, usually for a limited duration. You can have multiple Marked enemies at once, but each individual enemy can only have a single Mark applied to them at once. Marks can be Activated when specific conditions occur, which will cause some extra effect and then ConsumeConsuming the Mark.Tailwind
Tailwind is a stacking BuffBuffs which grants 1% increased movement speed, 2% increased Skill SpeedSkill Speed , 10% increased EREvasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks. Lose all Tailwind stacks when HitHit Damage .Tailwind
Tailwind is a stacking BuffBuffs which grants 1% increased movement speed, 2% increased Skill SpeedSkill Speed , 10% increased Evasion RatingEvasion Rating and prevent 1% of Damage from Deflected Hits per stack. Maximum 10 stacks. Lose all Tailwind stacks when HitHit Damage .Critical Weakness
CriticalCritical Hit Chance Weakness causes hits against affected targets to have +0.5% to Crit%Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.Critical Weakness
CriticalCritical Hit Chance Weakness causes hits against affected targets to have +0.5% to Critical Hit ChanceCritical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.Bleeding
Bleeding is an Ailment that deals Physical damagePhysical Damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is AggravatedAggravated . Physical damagePhysical Damage from Hits ContributesContributes to Bleeding Magnitude . Damage does not ContributeContributes to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical Damage per second equal to 15% of the Pre-mitigation Physical damagePhysical Damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damageHit Damage (such as Armour BreakFully Broken Armour ) do not affect Bleeding damage.Bleeding
Bleeding is an Ailment that deals Physical damagePhysical Damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is AggravatedAggravated . Physical damagePhysical Damage from Hits ContributesContributes to Bleeding Magnitude . Damage does not ContributeContributes to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical Damage per second equal to 15% of the Pre-mitigation Physical damagePhysical Damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damageHit Damage (such as Armour BreakFully Broken Armour ) do not affect Bleeding damage.Aggravated
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleedingDebuffDebuffs has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleedingDebuffDebuffs can be Aggravated, or not, independently — one BleedingBleedingDebuffDebuffs being Aggravated does not mean other BleedingBleedingDebuffsDebuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleedingDebuffsDebuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleedingDebuffsDebuffs currently on that target unless otherwise specified.Flammability
Flammability is a DebuffDebuffs that provides the chance for Hits to IgniteIgnited the target. It is not itself an Ailment , but is closely associated with IgniteIgnited , which is. Fire damageFire Damage from Hits ContributesContributes to the Magnitude of Flammability, so Hits that deal more Fire damageFire Damage will IgniteIgnited more often. The base Magnitude of Flammability is 1% chance to IgniteIgnited the target for every 5% of the target's Ailment ThresholdAilment Threshold dealt as Fire damageFire Damage. Flammability from a HitHit Damage is applied before that hit checks whether it should IgniteIgnited the target, and so will affect that chance for that HitHit Damage to IgniteIgnited . Since chance for Hits to IgniteIgnited comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted. Effects which do not HitHit Damage targets, but IgniteIgnited as if they had, such as IgnitedIgnited Ground , also inflict Flammability, but do not roll a random chance to IgniteIgnited . Such effects will only IgniteIgnited once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to IgniteIgnited the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.Ignited
Ignite is an Ailment that deals Fire damageFire Damage over time, and lasts for 4 seconds by default. The chance for a HitHit Damage to Ignite a target is determined by the total Magnitude of FlammabilityFlammability on the target, including the amount added by that HitHit Damage . Fire damageFire Damage from Hits ContributesContributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire Damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire Damage per second equal to 20% of the Fire damageFire Damage dealt by the HitHit Damage that inflicted it. This is calculated using the final damage dealt by the HitHit Damage , but not any modifiers on the target that affect how much damage they will take from the HitHit Damage . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Ignite damage.Poisons
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy Shield . PhysicalPhysical Damage and Chaos damage from Hits ContributeContributes to Poison Magnitude . Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical Damage and Chaos damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Poison damage.Poisons
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy Shield . PhysicalPhysical Damage and Chaos damage from Hits ContributeContributes to Poison Magnitude . Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical Damage and Chaos damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Poison damage.Heavy Stunned
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their MinionsMinions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilisation . It will also be harder to Heavy StunStun them again for a short time afterwards. Physical damagePhysical Damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other.Slowed
Slows are modifiers from DebuffsDebuffs 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 RarityRare and Unique 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.Cascadable
WarcriesWarcries , and Non- Channelling SpellsSpells that affect an area around you or a targeted location, are Cascadable. Certain effects can cause Cascadable Skills to Cascade, making them also affect other locations, or to Echo, affecting the same targeted location again after a delay. A Cascadable SpellSpells that RepeatsRepeatable will not Cascade or Echo while Repeating .Repeatable
Some effects can cause Repeatable Skills to Repeat, causing you to perform the part of the skill where it fires off projectiles or other effects multiple times in quick succession from a single use of the skill. Triggered skills, Instant skills, and Channelling skills cannot Repeat. Skills take 5% longer to perform for each time they Repeat.Sands of Time
Sands of Time grants 60% increased Skill SpeedSkill Speed, scaling down to 1% over 10 seconds, at which point it will then scale back up to 60%. It also grants 1% increased Area of Effect, scaling up to 60% over 10 seconds, at which point it will then scale back down to 1%.Recently
Recently refers to the past 4 seconds.Corpses
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain AlliesAllies do not leave usable Corpses.Low Energy Shield
You are on Low ESEnergy Shield if you have 35% of your Maximum ESEnergy Shield or less.Low Energy Shield
You are on Low Energy ShieldEnergy Shield if you have 35% of your Maximum Energy ShieldEnergy Shield or less.Staff
Staves are Two-Handed Spellcasting weapons that require IntIntelligence to equip. Staves cannot be used to AttackAttacks . However, they grant inbuilt SpellsSpells based on the staff type and powerful bonuses to spells.Staff
Staves are Two-Handed Spellcasting weapons that require IntelligenceIntelligence to equip. Staves cannot be used to AttackAttacks . However, they grant inbuilt SpellsSpells based on the staff type and powerful bonuses to spells.Jewels
Jewels are items that can be socketed into Jewel Sockets on the Passive Skill Tree to grant bonuses. Basic JewelsBasic Jewel simply grant you the listed stats, while some other kinds of Jewel can have more complicated effects, such as modifying other Passive Skills within a certain radius.Arcane Surge
Arcane SurgeLightning Surges grants 15% increased Cast Speed and 20% more Mana Regeneration Rate.Elemental Infusion
Some Skills create Elemental Infusion RemnantsRemnants when specific conditions are met. Picking up the RemnantRemnants grants you the Infusion for 20 seconds or until it is Consumed by another Skill. You can have up to 3 of each Infusion by default. Skills that can ConsumeConsuming Infusions specifically mention the type(s) of Infusion they can ConsumeConsuming and the benefits for doing so. If a Skill repeats or reoccurs, each of them must ConsumeConsuming an Infusion separately to gain the effect.Contributes
By default, specific Ailments are calculated based on only specific damage types , such as only the Fire damageFire Damage of a HitHit Damage mattering when inflicting IgniteIgnited . Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment . For Ailments that use Hit damageHit Damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment . For Ailments that only use Hit damageHit Damage to determine Ailment Magnitude (i.e. BleedingBleeding and PoisonPoisons ), you still need a way to apply those Ailments (e.g. a source of BleedingBleeding or PoisonPoisons chance).Unaffected
DebuffsDebuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.Damaging Ailments
Ailments that deal damage are BleedingBleeding , IgniteIgnited , and PoisonPoisons .Thorns
Thorns damage is a kind of Hit DmgHit Damage you can deal. Thorns damage is not AttackAttacks damage or SpellSpells damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMeleeAttackAttacks Hits , dealing your Thorns damage to the enemy that HitHit Damage you. Some skills and other effects may also deal your thorns damage to enemies at other times.Thorns
Thorns damage is a kind of Hit DamageHit Damage you can deal. Thorns damage is not AttackAttacks damage or SpellSpells damage and is not affected by modifiers specific to those. If you have Thorns damage, you inherently Retaliate against MeleeMeleeAttackAttacks Hits , dealing your Thorns damage to the enemy that HitHit Damage you. Some skills and other effects may also deal your thorns damage to enemies at other times.Crushing Blows
Crushing Blows cause a Heavy StunHeavy Stunned on enemies that are Primed for StunStun .Aftershocks
Aftershocks are bursts of area damage that occur after the initial impact of the skill causing them. If not otherwise specified, the Aftershock will deal the same damage as the initial impact, in the same area. Only AttackAttacks damage can cause Aftershocks.Ancestrally Boosted
An Ancestrally Boosted Slam has 30% more damage and 25% increased area of effect, and an Ancestrally Boosted Strike will target 2 additional Enemies. Triggered Skills cannot be Ancestrally Boosted. Ancestrally Boosted AttacksAttacks count as being EmpoweredEmpowerment .Small Passive
Small Passive Skills are Passives that are not Notables, Keystones, Ascendancy Passive Skills or Passive Skills where you can select an AttributeAttributes .Jade
Jade is a stacking BuffBuffs which grants 1% additional Phys.DmgPhysical Damage Reduction per stack. Maximum of 10 Jade stacks.Jade
Jade is a stacking BuffBuffs which grants 1% additional Physical DamagePhysical Damage Reduction per stack. Maximum of 10 Jade stacks.Fully Broken Armour
Some Skills, Items, Support GemsSupport Gems and other effects can Break ArmourArmour , which lowers a target's ArmourArmour by a specified amount. If this brings the target's ArmourArmour value to 0, their ArmourArmour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from ArmourArmour , non-player targets with Fully Broken ArmourArmour take 20% increased Physical damagePhysical Damage from Hits . Players Break 3 times ArmourArmour against Normal Monsters and 2 times ArmourArmour against Magic Monsters.Break Enemy Armour to below 0
Enemies with ArmourArmour Broken below 0 have negative ArmourArmour . This means they take more Physical damagePhysical Damage from Hits . ArmourArmour broken below 0 is capped by the enemy's base ArmourArmour .Warcries
Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMeleeAttacksAttacks , sometimes depending on the total PowerPower of enemies counted.Blocked
Blocking completely prevents the damage of an incoming HitHit Damage . You will still take any StunStun 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.Shield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlocked . Shields also grant a Skill that lets you BlockBlocked incoming Hits more actively, either raising your Shield to absorb the HitHit Damage or Parrying the HitHit Damage depending on the type of Shield. Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlocked .Offerings
Offering Skills target an active Skeleton MinionMinions to create an Offering Spike. Offering Spikes grant various BuffsBuffs to you or your MinionsMinions , and can even directly damage Enemies. Offering Skills are themselves damageable MinionsMinions and their BuffsBuffs are lost if they die.Basic Jewel
Basic JewelsJewels do not affect nodes in a radius. Basic JewelsJewels are Rubies, Emeralds, Sapphires and Diamonds.Curses
Curses significantly DebuffDebuffs affected targets. By default a target can have one Curse on them at a time. Higher RarityRare and Unique enemies are less affected by Curses: 15% less Curse effect on Magic monsters 30% less Curse effect on Rare monsters 50% less Curse effect on Unique monstersElemental Archon
Elemental Archon is a type of Archon BuffBuffs . It grants: • 25% more Ele.DmgElemental Damage with SpellsSpells • Cannot deal Non-Ele.DmgElemental Damage with SpellsSpells • Hits with SpellsSpells cause 100% more FreezeFreezing Buildup • SpellsSpells have 100% more FlammabilityFlammability Magnitude • Hits with SpellsSpells have 100% more ShockShocking chance Using a non-instant AttackAttacks causes Elemental Archon to be removed immediately.High Infernal Flame
You are on High Infernal Flame if you have 65% of your maximum Infernal Flame or more.Elemental Archon
Elemental Archon is a type of Archon BuffBuffs . It grants: • 25% more Elemental DamageElemental Damage with SpellsSpells • Cannot deal Non-Elemental DamageElemental Damage with SpellsSpells • Hits with SpellsSpells cause 100% more FreezeFreezing Buildup • SpellsSpells have 100% more FlammabilityFlammability Magnitude • Hits with SpellsSpells have 100% more ShockShocking chance Using a non-instant AttackAttacks causes Elemental Archon to be removed immediately.Low Mana
You are on Low Mana if you have 35% of your Maximum Mana or less.Unholy Might
Unholy Might is a BuffBuffs that grants 30% of all damage as extra Chaos Damage .