While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.
Bells appear within 3 metre radius of youBells appear within 3 metre radius of you
A bell appears every (2.05 - 3) secondsA bell appears every (2.05 - 3) seconds
Bell duration is 21 secondsBell duration is 21 seconds
Modifiers to CDRR also apply to bell appearance frequencyModifiers to Cooldown Recovery Rate also apply to bell appearance frequency
Limit3 active BellsLimit3 active Bells
Tempest Bells are destroyed after an additional 1 HitsTempest Bells are destroyed after an additional 1 Hits
Shockwave radius is 2.3 mShockwave radius is 2.3 metres
Cannot cause Stun buildupCannot cause Stun buildup
q20:+(0 - -0.4) m to bell appearance radius+(0 - -0.4) metres to bell appearance radius
Hollow Form Technique
Notable
10% chance when you gain a PowerCharge to gain an additional PowerCharge10% chance when you gain a PowerCharge to gain an additional PowerCharge
Grants Skill: Hollow FormGrants Skill: Hollow Form
Hollow Form
Channel to create fleeting images of your astral self near the target location. The images perform a Socketed Melee Attack once then vanish, targeting the closest enemy if possible. The images cannot perform Channelled Skills or Conditional Skills. Consuming a Power Charge creates additional images.
Images can be created within 6 metre radius of youImages can be created within 6 metre radius of you
Creating an Image spends 80% of Socketed Skill's CostCreating an Image spends 80% of Socketed Skill's Cost
Consumes a PowerCharge to create 2 additional ImagesConsumes a PowerCharge to create 2 additional Images
q20:(0 - 10)% chance to not remove a PowerCharge but still count as consuming it(0 - 10)% chance to not remove a PowerCharge but still count as consuming it
20% inc. Immobilisation buildup20% increased Immobilisation buildup
100% Surpassing chance per enemy Power to gain100% Surpassing chance per enemy Power to gain
Mountain's Teachings on Immobilising an enemy ifMountain's Teachings on Immobilising an enemy if
you have the Way of the Mountain Ascendancy Passive Skillyou have the Way of the Mountain Ascendancy Passive Skill
Way of the Stonefist
Notable
15% inc. ER15% increased Evasion Rating
15% inc. maxES15% increased maximumEnergy Shield
Gloves you equip have their Base Type transformed to Fists of Stone while equipped, andGloves you equip have their Base Type transformed to Fists of Stone while equipped, and
their Explicit Modifiers are transformed into more powerful related Modifierstheir Explicit Modifiers are transformed into more powerful related Modifiers
Ignore Attribute req. to equip GlovesIgnore Attribute Requirements to equip Gloves
Martial Adept
Notable
4% inc. Attack Speed4% increased Attack Speed
-0.2 seconds to current ES Recharge delay per Combo expended when using Skills-0.2 seconds to current Energy Shield Recharge delay per Combo expended when using Skills
When you gain Combo, gain an additional ComboWhen you gain Combo, gain an additional Combo
Martial Master
Notable
4% inc. Attack Speed4% increased Attack Speed
GainCombo from allAttack HitsGainCombo from allAttack Hits
Skills can build and retain Combo regardless of Weapon SetSkills can build and retain Combo regardless of Weapon Set
Runic Meridians
Notable
+5 to allAttributes+5 to allAttributes
Can tattoo Runes onto your body, gainingCan tattoo Runes onto your body, gaining
Martial Artist is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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 .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 .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.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.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 HitHit Damage 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 StunsHeavy Stunned occur when a target's Stun bar is filled and last multiple seconds. Hits cause Heavy StunHeavy Stunned buildup based on the damage dealt. Players and their MinionsMinions usually cannot be Heavily Stunned , but players can receive Heavy StunHeavy Stunned buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). Player Physical damagePhysical Damage and MeleeMelee Damage each have 50% more Light Stun chance and Heavy StunHeavy Stunned buildup. These bonuses are multiplicative with each other. Monster Physical damagePhysical Damage and MeleeMelee Damage have 100% more and 33% more Light Stun chance and Heavy StunHeavy Stunned buildup respectively. These bonuses are multiplicative with each other.Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's RarityRare and Unique : Normal: 1 Magic: 2 Rare: 5 Unique monsters always have 20 Power.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.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.Immobilisation
A target is immobilised if it cannot move, for example due to being Frozen , PinnedPinned , Heavy StunnedHeavy Stunned , or Electrocuted .Mountain's Teachings
While you have any amount of Mountain's Teachings: • AttacksAttacks you use yourself and AttacksAttacks granted by this Ascendancy Class deal 15% more damage • Enemy Hits you take that would deal damage less than or equal to 30% of your maximum Life (after mitigation such as ArmourArmour and ResistancesElemental Resistances , but before other modifiers to damage taken) deal 40% less damage • You have 50% more StunStun Threshold All Mountain's Teachings are lost if you go 20 seconds without gaining any.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 .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.Base Type
An item's Base Type refers to the specific variety of item it is, and grants it inherent properties such as damage on Martial Weapons , defensive bonuses on ArmourArmour, or Life recovery on Life FlasksFlasks . It is also often responsible for the Level and/or AttributeAttributes Requirements to equip an item. For example: • Wrapped Quarterstaff and Long Quarterstaff are both Quarterstaff Base Types • Stocky Mitts and Linen Wraps are both Gloves Base Types • Lesser Mana FlaskFlasks and Greater Mana FlaskFlasks are both Mana FlaskFlasks Base TypesAttributes
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.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.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.Combo
Combo is a counter on some Skills that can be required to use the Skill or grant extra effects. Skills gain Combo when you Strike Enemies. Combo will fall off after a short time without this happening. Combo can only be built while using the same weapon as the Combo Skill is bound to, and will be lost if you Swap Weapons .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.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.Weapon Set
Your character has two Weapon Sets that can be used independently by equipping items into both sets. By default your Skills will use the currently active Weapon Set if possible, or automatically swap to your other Weapon Set if required to use the Skill. You can also specify the Weapon Set you want to automatically swap to for each Skill in that Skill's information panel. In addition to changing your active items, Weapon Sets also have dedicated Passive Skill Points that can be allocated differently in each Weapon Set. Weapon Sets can have differing amounts of available SpiritSpirit , due to weapons with SpiritSpirit (such as Sceptres ), Weapon Set Passive Skills , or Persistent Skills that are active in specific Weapon Sets.Runes
Runes are AugmentsAugment of Kalguuran origin and make.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.