Grants Skill: Moment of VulnerabilityGrants Skill: Moment of Vulnerability
The Unseen PathNotable
Walk the Paths Not TakenWalk the Paths Not Taken
Passive PointSmall Passive
Totem Cast and Attack SpeedSmall Passive
Attacks used by Totems have 5% inc. Attack SpeedAttacks used by Totems have 5% increased Attack Speed
SpellsCast by Totems have 5% inc. Cast SpeedSpellsCast by Totems have 5% increased Cast Speed
Life and Mana Regeneration RateSmall Passive
8% inc. Life Regeneration rate8% increased Life Regeneration rate
8% inc. Mana Regeneration Rate8% increased Mana Regeneration Rate
Critical Damage Bonus on YouSmall Passive
Hits against you have 12% reduced Critical Dmg BonusHits against you have 12% reduced Critical Damage Bonus
Harmony WithinNotable
Hit damage is taken from Mana before Life if your current Mana is higher than your current LifeHit damage is taken from Mana before Life if your current Mana is higher than your current Life
15%lessmaxLife15%lessmaximumLife
15%lessmaxMana15%lessmaximumMana
Entwined RealitiesNotable
Non-Keystone Passive Skills in Medium Radius of allocated Keystone Passive Skills can be allocated without being connected to your treeNon-Keystone Passive Skills in Medium Radius of allocated Keystone Passive Skills can be allocated without being connected to your tree
The Lesser HarmNotable
Enemy Crit% against you is UnluckyEnemy Critical Hit Chance against you is Unlucky
Dmg of Enemies Hitting you is UnluckyDamage of Enemies Hitting you is Unlucky
Fateful VisionNotable
Grants Skill: Align FateGrants Skill: Align Fate
Spell DamageSmall Passive
12% inc. Spell Dmg12% increased Spell Damage
OracleAscendancy
Passive PointSmall Passive
Unnamed HeartwoodNotable
Totems die 6 seconds after their Life is reduced to 0Totems die 6 seconds after their Life is reduced to 0
+1 to max number of Summoned Totems+1 to maximum number of Summoned Totems
Forced OutcomeNotable
Inevitable Critical HitsInevitable Critical Hits
Immobilisation BuildupSmall Passive
20% inc. Immobilisation buildup20% increased Immobilisation buildup
Converging Paths
Notable
20% inc. Immobilisation buildup20% increased Immobilisation buildup
Grants Skill: Moment of VulnerabilityGrants Skill: Moment of Vulnerability
Moment of Vulnerability
SpellNovaAoE
Level
(1 - 20)(1 - 20)
Cost
(6 - 18)Mana(6 - 18)Mana
Cooldown Time
1.00 s1.00 s
Cast Time
0.65 sec0.65 sec
Send out a temporal Nova to take advantage of enemies' moment of vulnerability. Hitting enemies that are Primed for Stun, Electrocution, or Freeze causes a visage of them to appear, lasting as long as the original target would have been affected by the form of Immobilisation used to create the visage. A portion of the damage dealt to visages is also dealt to the original.
Deals (1 - 30) to (2 - 46)Phys.DmgDeals (1 - 30) to (2 - 46)Physical Damage
Nova radius is 4 metres
10 second delay before enemy can be affected again10 second delay before enemy can be affected again
(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets(60 - 98)% of damage dealt to temporal visages is also dealt to the original targets
Q20:+20% of damage dealt to temporal visages is also dealt to the original targets+20% of damage dealt to temporal visages is also dealt to the original targets
Fateful Vision
Notable
12% inc. Spell Dmg12% increased Spell Damage
Grants Skill: Align FateGrants Skill: Align Fate
Align Fate
Buff
Level
(1 - 20)(1 - 20)
While active, visages of yourself from alternate timelines will occasionally appear and cast one of your Spells from your first valid Weapon Set. Until the next visage appears, your next cast of the same Spell aligns your fate, Empowering that Spell. Visages can only cast damaging, non-Channelling, non-BuffSpells you could cast that have no cooldown.
(9.15 - 12) second delay between Visages(9.15 - 12) second delay between Visages
Modifiers to CDRR also apply to Visage appearance frequencyModifiers to Cooldown Recovery Rate also apply to Visage appearance frequency
25% more Visage frequency per Spell Visages could cast
Casting the matching Spell before the next Visage appears Empowers that SpellEmpowered Spells deal 30% more damage
Q20:20%more Visage frequency20%more Visage frequency
Harmony Within
Notable
8% inc. Life Regeneration rate8% increased Life Regeneration rate
8% inc. Mana Regeneration Rate8% increased Mana Regeneration Rate
Hit damage is taken from Mana before Life if your current Mana is higher than your current LifeHit damage is taken from Mana before Life if your current Mana is higher than your current Life
15%lessmaxLife15%lessmaximumLife
15%lessmaxMana15%lessmaximumMana
Unnamed Heartwood
Notable
Attacks used by Totems have 5% inc. Attack SpeedAttacks used by Totems have 5% increased Attack Speed
SpellsCast by Totems have 5% inc. Cast SpeedSpellsCast by Totems have 5% increased Cast Speed
Totems die 6 seconds after their Life is reduced to 0Totems die 6 seconds after their Life is reduced to 0
+1 to max number of Summoned Totems+1 to maximum number of Summoned Totems
Entwined Realities
Notable
Non-Keystone Passive Skills in Medium Radius of allocated Keystone Passive Skills can be allocated without being connected to your treeNon-Keystone Passive Skills in Medium Radius of allocated Keystone Passive Skills can be allocated without being connected to your tree
Forced Outcome
Notable
12% inc. Crit%12% increased Critical Hit Chance
Inevitable Critical HitsInevitable Critical Hits
The Unseen Path
Notable
Walk the Paths Not TakenWalk the Paths Not Taken
The Lesser Harm
Notable
Hits against you have 12% reduced Critical Dmg BonusHits against you have 12% reduced Critical Damage Bonus
Enemy Crit% against you is UnluckyEnemy Critical Hit Chance against you is Unlucky
Dmg of Enemies Hitting you is UnluckyDamage of Enemies Hitting you is Unlucky
Oracle is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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%.Paths Not Taken
You see what is and what might have been. Reveal a suite of Oracle-only passive tree nodes after Ascending as an Oracle. On taking The Unseen Path Ascendancy Notable, gain the ability to allocate these nodes.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.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.Critical Damage Bonus
Multiplies the damage dealt by CriticalCritical Hit Chance Hits . Default value is +100% (i.e. twice as much 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.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.Unlucky
Unlucky things are rolled twice and the worse result used.Inevitable Critical Hits
Hits which could potentially be a CriticalCritical Hit ChanceHitHit Damage but do not roll a CriticalCritical Hit ChanceHitHit Damage will re-roll Critical Hit chanceCritical Hit Chance until they succeed. Hits have 30% less Critical Dmg BonusCritical Damage Bonus for each time Critical Hit chanceCritical Hit Chance was re-rolled.Inevitable Critical Hits
Hits which could potentially be a CriticalCritical Hit ChanceHitHit Damage but do not roll a CriticalCritical Hit ChanceHitHit Damage will re-roll Critical Hit chanceCritical Hit Chance until they succeed. Hits have 30% less Critical Damage BonusCritical Damage Bonus for each time Critical Hit chanceCritical Hit Chance was re-rolled.Immobilisation
A target is immobilised if it cannot move, for example due to being Frozen , PinnedPinned , Heavy StunnedHeavy Stunned , or Electrocuted .Nova Skills
Nova Skills take effect in a circular area around their user.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.Primed for Stun
Normal enemies are Primed for Stun when they have at least 40% Heavy Stun buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.Primed for Electrocution
Normal enemies are Primed for Electrocution when they have at least 40% Electrocution buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.Primed for Freeze
Normal enemies are Primed for Freeze when they have at least 40% Freeze buildup. Magic enemies are instead Primed at 50% buildup, Rare at 60%, and Unique at 70%.Immobilised
A target is immobilised if it cannot move, for example due to being Frozen, Pinned, Heavy Stunned, or Electrocuted.Physical Damage
10% increased Physical DamageSpells
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.Weapon Sets
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 Spirit, due to weapons with Spirit (such as Sceptres), Weapon Set Passive Skills, or Persistent Skills that are active in specific Weapon Sets.Empowered Skills
Empowered Skills do not have any inherent bonuses, but a number of stats and modifiers specifically apply to Empowered Skills.Channelling
Channelling Skills can be held down to gain power or continue using the Skill for a longer period of time.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.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.