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
Trigger Elemental Expression on MeleeCriticalHitTrigger Elemental Expression on MeleeCriticalHit
Elemental Expression
SpellProjectileAoE
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 MeleeCritical Hit
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
Fires 3 Projectiles
Pierces all Targets
Deals (3 - 84) to (16 - 477)Light.DmgDeals (3 - 84) to (16 - 477)Lightning Damage
Chains 7 times
Q20:20% inc. CDRR20% increased Cooldown Recovery Rate
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 Unbound
40% more Elemental Damage while Unbound
80% more chance to inflict Elemental Ailments while Unbound
40% more Elemental Ailment Buildup while Unbound
Q20:Unbound duration is 1 secondUnbound duration is 1 second
Faith is a Choice
Notable
20% inc. ES Recharge Rate20% increased Energy Shield Recharge Rate
Grants Skill: MeditateGrants Skill: Meditate
Meditate
Spell
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
Invoker is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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.Shocked Ground
Shocked Ground ShocksShocking those standing in it, and lasts 6 seconds by default.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.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.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 .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.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.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.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 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 .Equipment
Equipment are items that can be EquippedEquippedSpells
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.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.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.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 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.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.Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .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%.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.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.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.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.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.Reservation
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.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.Physical Damage
10% increased Physical DamageStrength
Strength is an Attribute required to equip most equipment that grants Armour, 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 Attribute required to use most equipment that grants Evasion Rating, as well as various range-aligned Weapons and Skills.
Dexterity provides an inherent bonus of +8 to Accuracy Rating per 1 Dexterity.
Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Intelligence
Intelligence is an Attribute required to use most equipment that grants Energy 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.Triggered Skills
Many effects can cause a Skill to Trigger. A Triggered Skill occurs immediately, without an attack or cast time, and usually targets the cause of the trigger. Triggering a Skill does not count as using it.
If multiple methods of Triggering a Skill attempt to apply to the same skill, that skill will be disabled. Channelled Skills cannot be Triggered.Melee
Melee Attacks 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 Projectiles these attacks create do not count as Melee damage.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%.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 .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.Pierce
Projectiles that Pierce can pass through a target while still damaging them.Chain
Effects that Chain are redirected to another target after colliding with an enemy. Projectiles Splitting, Piercing or Forking take priority over Chaining. Projectiles have a base chaining distance of 6 metres whereas other effects have a chaining distance of 4 metres. Enemies cannot be targeted more than once in the same Chain.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.Unbound Fury
Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.Elemental Ailments
Elemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.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.Elemental Damage Types
The three Elemental damage types are Fire, Cold, and Lightning.Channelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.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.Overflow
Recovery which Overflows its maximum can be recovered up to 1.5 times that maximum.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 Rate
Affects how quickly Energy Shield is recovered by Recharge once it starts Recharging.