15%more Dmg against Enemies affected by Blood Boils15%more Damage against Enemies affected by Blood Boils
Blood Boil
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
Inflicts a stack of Corrupted Blood on targets within 1.5 m per Blood Boil on slain EnemyInflicts a stack of Corrupted Blood on targets within 1.5 metres per Blood Boil on slain Enemy
Corrupted Blood duration is 5 secondsCorrupted Blood duration is 5 seconds
Corrupted Blood deals 2% of slain Enemy's maxLife as Physical damage per secondCorrupted Blood deals 2% of slain Enemy's maximumLife as Physical damage per second
Blood Boil applies to non-Unique enemies in your Presence every (1.53 - 2) secondsBlood Boil applies to non-Unique enemies in your Presence every (1.53 - 2) seconds
20%more Corrupted Blood infliction AoE per Blood Boil on slain Enemy20%more Corrupted Blood infliction Area of Effect per Blood Boil on slain Enemy
q20:Corrupted Blood duration is (0 - 1.5) secondsCorrupted Blood duration is (0 - 1.5) seconds
Sacrifice the Corpse of a Rare Monster to grant you its Modifiers for a duration, or gain a single random Modifier at the cost of your own life force.
Modifier duration is (82 - 120) secondsModifier duration is (82 - 120) seconds
When used on yourself, removes 20% of maxLife to grant a random Monster Modifier, replacing any previous Modifier gained this wayWhen used on yourself, removes 20% of maximumLife to grant a random Monster Modifier, replacing any previous Modifier gained this way
q20:Modifier duration is (0 - 20) secondsModifier duration is (0 - 20) seconds
Intricate Sigils
Notable
15% inc. CharmCharges gained15% increased CharmCharges gained
15% inc. CharmCharges gained15% increased CharmCharges gained
Can instead consume 25% of maxMana to trigger Charms with insufficient chargesCan instead consume 25% of maximumMana to trigger Charms with insufficient charges
Wildwood Persistence
Notable
10% inc. Life Recovery rate10% increased Life Recovery rate
10% inc. Life Recovery rate per 5% missing Unreserved Life10% increased Life Recovery rate per 5% missing Unreserved Life
Mystic Attunement
Notable
3% inc. Attributes3% increased Attributes
25% inc. bonuses gained from Equipped Rings and Amulets25% increased bonuses gained from Equipped Rings and Amulets
Unfurled Finger
Notable
-20% to allEle.Res-20% to allElemental Resistances
While active, Sprinting turns you into a locust swarm which deals Physical Attack damage, which is not based on your Weapon's damage, in an area around you. You take damage and gain Heavy Stun buildup if this Hits any targets, but damage you take from other sources while sprinting will not apply Heavy Stun or interrupt your sprinting.
Swarm deals 2%more Dmg per Swarm's AdvanceSwarm deals 2%more Damage per Swarm's Advance
Swarm radius is 3 mSwarm radius is 3 metres
Swarm Hits all targets in area every 0.5 secondsSwarm Hits all targets in area every 0.5 seconds
Modifiers to CDRR apply to Hit frequencyModifiers to Cooldown Recovery Rate apply to Hit frequency
If Swarm Hits any targets, you take (1 - 34) to (2 - 51)Phys.Dmg and gain 1 Swarm's Advance, to a max of 50If Swarm Hits any targets, you take (1 - 34) to (2 - 51)Physical Damage and gain 1 Swarm's Advance, to a maximum of 50
Dmg taken this way applies 100%moreStun buildup to youDamage taken this way applies 100%moreStun buildup to you
Stun Buildup cannot empty while you have Swarm's Advance Lose all Swarm's Advance 4 seconds after you finish sprintingStun Buildup cannot empty while you have Swarm's Advance Lose all Swarm's Advance 4 seconds after you finish sprinting
(6 - 171) to (9 - 256) base Phys.Dmg(6 - 171) to (9 - 256) base Physical Damage
Ritualist is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Physical Damage
10% increased Physical Damagenon-Unique
Items can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). Item Classes which do not have these rarities, such as Currency, have individual rarity for each item. Magic items can have 2 Modifiers; a Prefix and a Suffix. Rare items can have up to 6 Modifiers; 3 Prefixes and 3 Suffixes. More powerful and dangerous enemies are more likely to drop rarer Items.Presence
Your Presence is an area around your character within which certain effects (such as many Auras ) are applied. By default this has a 4 metre radius. The size of this area can be modified by Presence Area modifiers, but not by Skill Area modifiers.Sacrificing
Sacrificing is loss of a resource (commonly Life, Mana or ESEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing MinionMinions Life) can lead to their death.Sacrificing
Sacrificing is loss of a resource (commonly Life, Mana or Energy ShieldEnergy Shield ) that does not count as taking damage. You cannot Sacrifice a resource you do not have. Sacrificing Life cannot reduce you below 1 Life, but Sacrifices you cause on others (such as Sacrificing MinionMinions Life) can lead to their death.Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to FlasksFlasks , Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's PowerPower . Checkpoints and Wells completely recharge Charms when activated. The maximum number of Charm slots is capped at 3.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.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.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.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.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 .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.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.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.