Explore the complete published Disciple of Varashta Ascendancy tree, including 22 notable, path and choice nodes with their effects and granted skills.
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
Limit 21 Runes
Creates 8RunesCreates 8Runes
Pierces 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) seconds
Inflicts 400% more FlammabilityMagnitude
Q20:+2 seconds to rune duration+2 seconds to rune duration
Q20:+2 seconds to tornado duration+2 seconds to tornado duration
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 Hit
Q20:10%more damage for each previous time this Skill has been used consecutively, up to 300%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 Hit
25%more area of effect per stage25%more area of effect per stage
125% more Damage with Hits for each stage
4max stages4maximum stages
100% more Stun buildup
Q20:Inflicts 2 additional Critical Weakness on HitInflicts 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% more IgniteMagnitude
Q20:+0.4 m to damage radius+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 metres
Oasis duration is 15 secondsOasis duration is 15 seconds
Oasis grants (30 - 80)% of damage taken Recouped as Life
Oasis grants (20 - 50)% of damage taken Recouped as Mana
Oasis grants 0.5 Flask charges per second
Q20:Oasis grants 0.2Flask charges per secondOasis grants 0.2Flask 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 metres
Chills Enemies as though dealing 200% more damage
200% more Freeze Buildup
Q20:Chills Enemies as though dealing 40%more damageChills Enemies as though dealing 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 enemies
Fires 20 Projectiles
Ember Explosion Radius is 0.9 mEmber Explosion Radius is 0.9 metres
Q20:Fires+4ProjFires+4Projectiles
Barya of Ruzhan
Notable
Grants Skill: Ruzhan, the Blazing SwordGrants Skill: Ruzhan, the Blazing Sword
Ruzhan, the Blazing Sword
Minion
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 FireSpells when Commanded to do so.
Ruzhan 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 Exposure
Harness Kelari's power to passively ConsumeCorpses 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
Maximum (4 - 8)Corpse BeetlesMaximum (4 - 8)Corpse Beetles
Summons 2 Beetles per Corpse consumed
Q20:+4maxCorpse Beetles+4maximumCorpse Beetles
Navira's Well
Notable
Grants Skill: Navira's WellGrants Skill: Navira's Well
Navira's Well
Spell
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 seconds
Buff grants (10 - 109)% Increased Energy Shield Recharge Rate
Q20:Buff grants 20% Increased ES Recharge RateBuff grants 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
Minion
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% increased Critical Damage Bonus
Inflicts Critical Weakness on Hit
Barya of Navira
Notable
Grants Skill: Navira, the Last MirageGrants Skill: Navira, the Last Mirage
Navira, the Last Mirage
Minion
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)% 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
Disciple of Varashta 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 .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 .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.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 .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.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.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.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.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.Energy Shield Recharge Rate
Affects how quickly ESEnergy Shield is recovered by Recharge once it starts Recharging.Low Energy Shield
You are on Low ESEnergy Shield if you have 35% of your Maximum ESEnergy Shield or less.Energy Shield Recharge Rate
Affects how quickly Energy ShieldEnergy Shield is recovered by Recharge once it starts Recharging.Low Energy Shield
You are on Low Energy ShieldEnergy Shield if you have 35% of your Maximum Energy ShieldEnergy Shield or less.Energy 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.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.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.Physical Damage
10% increased Physical DamageMinion Commands
Some Minions can be Commanded to perform certain actions. This requires you to use the corresponding Command skill, which will cause one of your Minions to carry out the Command.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.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 .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.Runes
Runes are AugmentsAugment of Kalguuran origin and make.Pierce
Projectiles that Pierce can pass through a target while still damaging them.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.Flammability
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite 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 Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.Buff/Debuff Magnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.Critical Weakness
Critical Weakness causes hits against affected targets to have +0.5% to Critical Hit Chance, and can stack up to 20 times. If not otherwise specified, each stack lasts for 4 seconds.Channelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.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 Hit 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 Stuns occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
Player Physical damage and Melee Damage each have 50% more Light Stun chance and Heavy Stun buildup. These bonuses are multiplicative with each other. Monster Physical damage and Melee Damage have 100% more and 33% more Light Stun chance and Heavy Stun buildup respectively. These bonuses are multiplicative with each other.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.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.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.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.Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.Chilled Ground
Chilled Ground Chills those standing in it, and lasts 6 seconds by default.Allies
Your allies include other players, Minions, and any other entity that fights alongside you and has its own stats.
You do not count as your own Ally.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 Power Magic enemies grant Flask charges equal to their Power Rare and Unique enemies grant Flask charges equal to twice their Power
Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.Recoup
When you take damage from a Hit, Recoup causes you to recover an amount of the stated resource equal to a percentage of the damage you took over 8 seconds.Plant Skills and Overgrowth
Plants created by Plant Skills can be Overgrown to gain power in ways detailed on the Plant Skill. This generally cannot be caused by the Skill that creates the Plants, and requires a different Skill or effect that specifically causes them to Overgrow.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.Freeze
Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.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 .Chill
Chill is an Ailment that Slows 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 Ailment Threshold, with a minimum of 30% and a default maximum of 50%.
Cold 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.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 .Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.Projectile
A Projectile is a moving Attack or Spell 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.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.Minions
Minions are summoned Allies which will accompany and fight alongside you. Persistent Minions will reserve a portion of Spirit while active.Strike
A Strike is a Melee attack that directly hits with weapons or body parts. Slam attacks do not count as Strikes.Fire Damage
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.Recently
Recently refers to the past 4 seconds.Attacks
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells 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 damage — they can deal any damage type.Exposure
Exposure is a type of Debuff that lowers the affected enemy's Total Elemental Resistances. By default it lowers Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering Resistances, this can cause the enemy's Resistance to become negative.
Higher Rarity 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 monstersEffect Consumption
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 Debuff on an enemy causes the enemy to be immune to that Debuff for 1 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 Allies do not leave usable Corpses.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.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.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.Energy Shield Recharge
Lost Energy Shield will start Recharging at a rate of 12.5% per second after a base delay of 4 seconds. Further loss of Energy Shield resets this delay, interrupting Recharge.Energy Shield Recharge Rate
Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.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.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.Critical Hits
Critical Hits deal +100% extra damage (i.e. twice as much damage) by default. Critical Damage Bonuses can further modify this value.
Attacks usually use your weapon's base Critical Hit Chance, while Spells and some other skills have their base Critical Hit Chance listed on the skill.
Most modifiers to Critical Hit Chance are percentage based. For example, gaining 100% increased Critical Hit Chance on a base Critical Hit Chance of 7% would result in a final Critical Hit Chance of 14%.Critical Damage Bonus
Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).