Debuffs you inflict have 6% inc. Slow MagnitudeDebuffs you inflict have 6% increased Slow Magnitude
Phased FormNotable
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
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 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
Q20:10% inc. CDRR10% increased Cooldown Recovery Rate
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 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:+0.5 Metres to initial cast radius+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
SpellAoEDuration
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
Q20:10% inc. CDRR10% increased Cooldown Recovery Rate
Unbound Encore
Notable
6% inc. CDRR6% increased Cooldown Recovery Rate
Grants Skill: Time SnapGrants Skill: Time Snap
Time Snap
Spell
Level
(1 - 20)(1 - 20)
Cost
20Mana20Mana
Cooldown Time
(40.00 - 32.40) s(40.00 - 32.40) s
Cast Time
0.60 sec0.60 sec
Manipulate time, resetting the cooldowns of your other Skills.
Q20:10% inc. CDRR10% increased Cooldown Recovery Rate
Phased Form
Notable
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%
Chronomancer is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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.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%.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 .Spells
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.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.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.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.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.Hit Damage
Any damage that isn't damage over time is Hit damageHit 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 DmgHit Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.Hit Damage
Any damage that isn't damage over time is Hit damageHit 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 DamageHit Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.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.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 .Spells
Spells are skills that use raw magic to destroy your enemies. Attacks are not Spells.
Spells have their own base damage, cast speed and Critical Hit chance determined by the skill. They do not benefit from a weapon's inherent damage, attack speed or Critical Hit chance.Energy Shield
Energy Shield protects your Life by taking damage instead. Rapidly Recharges if you don't lose Energy Shield for a short time. Chaos damage removes twice as much Energy Shield. Damage from Bleeding and Poison bypasses Energy Shield to remove Life directly.Phased Form
Phased Form is a notable Ascendancy Passive Skill granted by Chronomancer granting the following stats:
Take 30% less Damage. 4 seconds after being Damaged by an Enemy Hit, take Damage equal to 30% of that Hit's Damage.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.Hit Damage
Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately.Life Loss
Life Loss is not damage, and can't be mitigated or absorbed by Energy Shield. Life Loss can still kill you.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.