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
Gemling Legionnaire is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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.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.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.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.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.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.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 .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.Equipment
Equipment are items that can be EquippedEquippedCritical 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%.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.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%.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.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 .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.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.Critical Damage Bonus
Multiplies the damage dealt by CriticalCritical Hit Chance Hits . Default value is +100% (i.e. twice as much damage).