When you Consume a Charge, Trigger ElementalSurge to gain 3Lightning SurgesWhen you Consume a Charge, Trigger ElementalSurge to gain 3Lightning Surges
Elemental Surge
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
Amazon is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .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.Physical Damage
10% increased Physical DamageCold 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.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.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.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.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 .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 .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.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.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.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.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%.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.Flasks
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.