25% inc. bonuses gained from Equipped Rings and Amulets25% increased bonuses gained from Equipped Rings and Amulets
Physical DamageSmall Passive
15% inc. Phys.Dmg15% increased Physical Damage
Reduced ResistancesSmall Passive
-20% to allEle.Res-20% to allElemental Resistances
Mind PhylacteriesNotable
Can instead consume 25% of maxMana to trigger Charms with insufficient chargesCan instead consume 25% of maximumMana to trigger Charms with insufficient charges
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 PhysicalAttack 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 Damage per Swarm's Advance
Swarm radius is 3 mSwarm radius is 3 metres
Swarm Hits all targets in area every 0.5 seconds
Modifiers to Cooldown Recovery Rate apply to Hit frequency
If Swarm Hits any targets, you take (1 - 34) to (2 - 51) PhysicalDamage and gain 1 Swarm's Advance, to a maximum of 50
Damage taken this way applies 100% more Stun buildup to you
Stun 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 Physical Damage
Ritualist is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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.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.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.Physical Damage
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.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.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 .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.Corrupted Blood
Corrupted Blood is a Debuff that deals Physical damage over time. Up to 10 Corrupted Blood debuffs can be inflicted on each target.
Corrupted Blood is not Bleeding and is not affected by any stats related to Bleeding.Physical Damage
Physical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding.Rarity
Item or Monster rarity can be Normal (grey), Magic (blue), Rare (yellow) or Unique (brown). As a general rule, monsters increase in difficulty depending on their Rarity.Corpses
Corpses are left behind by slain Enemies and can be used or consumed by a number of different Skills or effects, though Corpses of Unique monsters cannot be destroyed or consumed. Generally, slain Allies do not leave usable Corpses.Monster Modifiers
Magic and Rare Monsters have Modifiers which will augment them in many ways, making them more rewarding, but also more powerful and deadly. Magic Monsters will normally have a single Monster Modifier, whereas Rare Monsters have up to 4 by default.
Each Monster Modifier grants at least 100% increased Rarity of Items Dropped, and can grant the Monster additional abilities or permanant buffs.
Monster Modifier Chance increases the potential number of Rare Monster Modifiers with each modifier above 4 requiring twice as much Modifier Chance. Monster Modifier Chance above the maximum number of modifiers increases the chance Rare monsters will have maximum modifiers.
Other mechanics such as Azmeri Spirits, Essences and Delirium can add additional Monster Modifiers to monsters of any rarity.Attacks
Attacks are skills that directly damage enemies, usually using your equipped Martial Weapon. Spells 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 damage — they can deal any damage type.Martial Weapons
Martial Weapons can be used to Attack. Axes, Bows, Claws, Crossbows, Daggers, Flails, Maces, Quarterstaves, Spears, Swords, and Talismans are Martial Weapons.Heavy Stun
Heavy Stuns occur when a target's Stun bar is filled, interrupts the target's current action and prevent them from taking actions for a few seconds. Hits cause Heavy Stun buildup based on the damage dealt. Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount).
While an enemy is Heavy Stunned, they cannot act and count as Immobilised. It will also be harder to Heavy Stun them again for a short time afterwards.
Physical damage, and player (but not monster) Melee Damage, each cause 50% more Heavy Stun buildup. For players, these bonuses are multiplicative with each other.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.Player Heavy Stun
Players and their Minions usually cannot be Heavily Stunned, but players can receive Heavy Stun buildup where specifically mentioned while taking specific actions (such as raising their Shield, Parrying with a Buckler, or riding a mount). A player's stun bar only empties when they are not taking these actions or Heavily Stunned. While Heavily Stunned players cannot Block, Deflect or Evade.