Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
AggravateBleeding on HitAggravateBleeding on Hit
Inflicts Bleeding on HitInflicts Bleeding on Hit
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
(11 - 314) to (21 - 582) base Phys.Dmg(11 - 314) to (21 - 582) base Physical Damage
q20:Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
Freeze enemies that are Primed for FreezeFreeze enemies that are Primed for Freeze
Inflicts Exposure on HitInflicts Exposure on Hit
(12 - 333) to (18 - 499) base Cold.Dmg(12 - 333) to (18 - 499) base Cold Damage
q20:(0 - 20)% inc. Freeze Dur. on enemies(0 - 20)% increased FreezeDuration on enemies
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
200%more chance to Shock200%more chance to Shock
50%more Magnitude of Shock inflicted50%more Magnitude of Shock inflicted
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
(8 - 224) to (24 - 672) base Light.Dmg(8 - 224) to (24 - 672) base Lightning Damage
q20:(0 - 40)%more chance to Shock(0 - 40)%more chance to Shock
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Explosion radius is 1.8 mExplosion radius is 1.8 metres
CannotPoisonCannotPoison
Consumes5Charges from your ManaFlaskConsumes5Charges from your ManaFlask
(7 - 196) to (11 - 294) base Phys.Dmg(7 - 196) to (11 - 294) base Physical Damage
Burst radius is 1.5 mBurst radius is 1.5 metres
Enemies lose Life equal to 150% of the expected remaining Dmg of the Consumed PoisonEnemies lose Life equal to 150% of the expected remaining Damage of the Consumed Poison
30%moreAoE per Poison affecting the Enemy30%more Area of Effect per Poison affecting the Enemy
q20:Explosion radius is (0 - 0.4) mExplosion radius is (0 - 0.4) metres
Path Seeker
Notable
Choices
Path of the Sorceress
Can Allocate Passive Skills from the Sorceress's starting pointCan Allocate Passive Skills from the Sorceress's starting point
Path of the Warrior
Can Allocate Passive Skills from the Warrior's starting pointCan Allocate Passive Skills from the Warrior's starting point
Traveller's Wisdom
Notable
Attribute Passive Skills can instead grant 5% inc. DmgAttribute Passive Skills can instead grant 5% increased Damage
Attribute Passive Skills can instead grant 5% inc. Armour, Evasion and ESAttribute Passive Skills can instead grant 5% increased Armour, Evasion and Energy Shield
Attribute Passive Skills can instead grant 5% inc. Cost EfficiencyAttribute Passive Skills can instead grant 5% increased Cost Efficiency
Overwhelming Toxicity
Notable
12% inc. Magnitude of Poison you inflict12% increased Magnitude of Poison you inflict
Double the number of your Poisons that targets can be affected by at the same timeDouble the number of your Poisons that targets can be affected by at the same time
50%lessPoison Dur.50%lessPoisonDuration
Running Assault
Notable
4% inc. Skill Speed4% increased Skill Speed
Cannot be Heavy Stunned while SprintingCannot be Heavy Stunned while Sprinting
30%lessMove.Spd Penalty from using Skills while moving30%less Movement Speed Penalty from using Skills while moving
Enduring Elixirs
Notable
20% inc. LifeFlaskCharges gained20% increased LifeFlaskCharges gained
LifeFlask Effects are not removed when Unreserved Life is FilledLifeFlask Effects are not removed when Unreserved Life is Filled
LifeFlask Effects do not QueueLifeFlask Effects do not Queue
Sustainable Practices
Notable
20% inc. ER20% increased Evasion Rating
50% of ER also grants Ele.Dmg reduction50% of Evasion Rating also grants Elemental Damage reduction
Relentless Pursuit
Notable
4% inc. Skill Speed4% increased Skill Speed
Your speed is unaffected by SlowsYour speed is unaffected by Slows
Pathfinder is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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.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.Bleeding
Bleeding is an Ailment that deals Physical damagePhysical Damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses ESEnergy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is AggravatedAggravated . Physical damagePhysical Damage from Hits ContributesContributes to Bleeding Magnitude . Damage does not ContributeContributes to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical Damage per second equal to 15% of the Pre-mitigation Physical damagePhysical Damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damageHit Damage (such as Armour BreakFully Broken Armour ) do not affect Bleeding damage.Bleeding
Bleeding is an Ailment that deals Physical damagePhysical Damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy ShieldEnergy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is AggravatedAggravated . Physical damagePhysical Damage from Hits ContributesContributes to Bleeding Magnitude . Damage does not ContributeContributes to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damagePhysical Damage per second equal to 15% of the Pre-mitigation Physical damagePhysical Damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damageHit Damage (such as Armour BreakFully Broken Armour ) do not affect Bleeding damage.Aggravated
BleedingBleeding that has been Aggravated always treats the target as moving, which causes it to deal 100% extra damage. Once a BleedingBleedingDebuffDebuffs has been Aggravated, it will remain Aggravated until its duration expires. Each BleedingBleedingDebuffDebuffs can be Aggravated, or not, independently — one BleedingBleedingDebuffDebuffs being Aggravated does not mean other BleedingBleedingDebuffsDebuffs on the target are also Aggravated, and Aggravating some or all of them will have no effect on new BleedingBleedingDebuffsDebuffs applied afterwards. However, effects which Aggravate BleedingBleeding on a target do so to all BleedingBleedingDebuffsDebuffs currently on that target unless otherwise specified.Hit Damage
Any damage that isn't damage over time is Hit 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 Damage will result in more powerful Damaging AilmentsDamaging Ailments innately.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.Physical Damage
10% increased Physical DamageFreezing
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 .Exposure
Exposure is a type of DebuffDebuffs that lowers the affected enemy's Total Ele.ResElemental Resistances . By default it lowers ResistancesElemental Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesElemental Resistances , this can cause the enemy's ResistanceElemental Resistances to become negative. Higher RarityRare and Unique 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 monstersExposure
Exposure is a type of DebuffDebuffs that lowers the affected enemy's Total Elemental ResistancesElemental Resistances . By default it lowers ResistancesElemental Resistances by -20% and lasts for 4 seconds, though some sources of exposure can override these values. Like most sources of lowering ResistancesElemental Resistances , this can cause the enemy's ResistanceElemental Resistances to become negative. Higher RarityRare and Unique 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 monstersCold 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 .Flammability
Flammability is a DebuffDebuffs that provides the chance for Hits to IgniteIgnited the target. It is not itself an Ailment , but is closely associated with IgniteIgnited , which is. Fire damageFire Damage from Hits ContributesContributes to the Magnitude of Flammability, so Hits that deal more Fire damageFire Damage will IgniteIgnited more often. The base Magnitude of Flammability is 1% chance to IgniteIgnited the target for every 5% of the target's Ailment ThresholdAilment Threshold dealt as Fire damageFire Damage. Flammability from a HitHit Damage is applied before that hit checks whether it should IgniteIgnited the target, and so will affect that chance for that HitHit Damage to IgniteIgnited . Since chance for Hits to IgniteIgnited 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 HitHit Damage targets, but IgniteIgnited as if they had, such as IgnitedIgnited Ground , also inflict Flammability, but do not roll a random chance to IgniteIgnited . Such effects will only IgniteIgnited once the total Flammability on the target reaches 50%. Multiple instances of Flammability stack, raising the chance for Hits to IgniteIgnited the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.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 .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.Ignited
Ignite is an Ailment that deals Fire damageFire Damage over time, and lasts for 4 seconds by default. The chance for a HitHit Damage to Ignite a target is determined by the total Magnitude of FlammabilityFlammability on the target, including the amount added by that HitHit Damage . Fire damageFire Damage from Hits ContributesContributes to the Magnitude of Ignite, so Hits dealing more Fire damageFire Damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damageFire Damage per second equal to 20% of the Fire damageFire Damage dealt by the HitHit Damage that inflicted it. This is calculated using the final damage dealt by the HitHit Damage , but not any modifiers on the target that affect how much damage they will take from the HitHit Damage . This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Ignite damage.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.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.Poisons
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses ESEnergy Shield . PhysicalPhysical Damage and Chaos damage from Hits ContributeContributes to Poison Magnitude . Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical Damage and Chaos damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Poison damage.Poisons
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy ShieldEnergy Shield . PhysicalPhysical Damage and Chaos damage from Hits ContributeContributes to Poison Magnitude . Damage does not ContributeContributes to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation PhysicalPhysical Damage and Chaos damage of the HitHit Damage that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and DebuffsDebuffs that affect the enemy's ability to mitigate damage (such as ShockShocking ) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damageHit Damage (such as Penetration ) do not affect Poison damage.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.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.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 .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.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.Heavy Stunned
Heavy StunsStun occur when a target's StunStun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy StunStun buildup based on the damage dealt. Players and their MinionsMinions usually cannot be Heavily Stunned , but players can receive Heavy StunStun buildup where specifically mentioned while taking specific actions (such as raising their ShieldShield , Parrying with a Buckler , or riding a mount). While an enemy is Heavy Stunned, they cannot act and count as ImmobilisedImmobilisation . It will also be harder to Heavy StunStun them again for a short time afterwards. Physical damagePhysical Damage, and player (but not monster) MeleeMelee Damage, each cause 50% more Heavy StunStun buildup. For players, these bonuses are multiplicative with each other.Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .Slowed
Slows are modifiers from DebuffsDebuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher RarityRare and Unique enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.