Build Glory by Hitting enemies with Elemental damage. When you have maximum Glory, you may become the walking Apocalypse for a duration, Triggering one of multiple powerful Elemental Skills at an interval while this Buff lasts.
Dur. of the Apocalypse is 12 secondsDuration of the Apocalypse is 12 seconds
Triggers one of three disasters every 0.75 secondsTriggers one of three disasters every 0.75 seconds
Requires 100Glory to useRequires 100Glory to use
Deals (3 - 128) to (4 - 192)Cold.DmgDeals (3 - 128) to (4 - 192)Cold Damage
Hailstorm radius is 2 mHailstorm radius is 2 metres
Hail impact radius is 0.8 mHail impact radius is 0.8 metres
Hailstorm creates 9 chunks of iceHailstorm creates 9 chunks of ice
Deals (19 - 902) to (28 - 1352)Fire.DmgDeals (19 - 902) to (28 - 1352)Fire Damage
Explosion radius is 1.6 mExplosion radius is 1.6 metres
Meteor lands after 2 secondsMeteor lands after 2 seconds
Deals (1 - 59) to (7 - 335)Light.DmgDeals (1 - 59) to (7 - 335)Lightning Damage
Crash Lightning radius is 1.6 mCrash Lightning radius is 1.6 metres
Pulses 3 times before final strikePulses 3 times before final strike
Final strike occurs after 3 secondsFinal strike occurs after 3 seconds
Deals (3 - 169) to (20 - 958)Light.DmgDeals (3 - 169) to (20 - 958)Lightning Damage
q20:(0 - 15)% inc. frequency of Triggers(0 - 15)% increased frequency of Triggers
Avatar of Evolution
Notable
+3% to allEle.Res+3% to allElemental Resistances
Adaptations have a duration of 5 secondsAdaptations have a duration of 5 seconds
5% of Phys.Dmg taken as Cold.Dmg5% of Physical Damage taken as Cold Damage
5% of Phys.Dmg taken as Fire.Dmg5% of Physical Damage taken as Fire Damage
5% of Phys.Dmg taken as Light.Dmg5% of Physical Damage taken as Lightning Damage
Furious Wellspring
Notable
+3 to Maximum Rage+3 to Maximum Rage
Regenerate 6% of your maxRage per secondRegenerate 6% of your maximumRage per second
Increases and Reductions to Mana Regeneration Rate also apply to Rage Regeneration RateIncreases and Reductions to Mana Regeneration Rate also apply to Rage Regeneration Rate
Skills have +5 to Rage costSkills have +5 to Rage cost
+7 to Maximum Rage+7 to Maximum Rage
Reactive Growth
Notable
+3% to allEle.Res+3% to allElemental Resistances
10%less Dmg taken of each Ele.Dmg Type per matching Adaptation10%less Damage taken of each Elemental Damage Type per matching Adaptation
10%lessEle.Dmg taken10%lessElemental Damage taken
Adapt to the highest Ele.Dmg Type of each Hit you takeAdapt to the highest Elemental Damage Type of each Hit you take
Wisdom of the Maji
Notable
10% inc. Armour, Evasion and ES10% increased Armour, Evasion and Energy Shield
Gain the benefits of Bonded modifiers on Runes and IdolsGain the benefits of Bonded modifiers on Runes and Idols
Turning of the Seasons
Notable
12% inc. Ele.Dmg12% increased Elemental Damage
Enemies in your Presence have ExposureEnemies in your Presence have Exposure
Gain10% of Dmg as Extra Dmg of a random ElementGain10% of Damage as Extra Damage of a random Element
Sacred Flow
Notable
12% inc. Life and Mana Recovery from Flasks12% increased Life and Mana Recovery from Flasks
+40 to Spirit for each of your empty Charm slots+40 to Spirit for each of your empty Charm slots
Druidic Champion
Notable
+3 to Maximum Rage+3 to Maximum Rage
Every 2Rage also grants 1%moreSpell damageEvery 2Rage also grants 1%moreSpell damage
Shaman is part of the published POE2 Main V2 Ascendancy catalog. Generated .
Elemental Damage
The three Elemental damage types are FireFire Damage , ColdCold Damage , and LightningLightning Damage .Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's PowerPower . Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 0.5 seconds per monster. Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner , but different Skills can generate Glory from the same Glorious action.Cold 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 .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 .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.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.Adaptations
Adaptations are gained by taking Ele.DmgElemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits . Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.Adaptations
Adaptations are gained by taking Elemental DamageElemental Damage from Hits and cause you to take less damage of that Type from subsequent Hits . Unless otherwise specified, you can have 3 Adaptations at a time, and Adaptations do not have a duration.Physical Damage
10% increased Physical DamageRage
Rage grants 1% more AttackAttacks damage per 1 Rage. By default, you have 30 maximum Rage and lose 1 Rage every 0.2 seconds. Rage loss is paused for 4 seconds upon gaining Rage, or after taking damage. Only one HitHit Damage every 0.5 seconds can cause you to gain Rage.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.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 .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.Runes
Runes are AugmentsAugment of Kalguuran origin and make.Idols
Idols are a type of AugmentAugment fashioned by the Azmeri.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.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 monstersFlasks
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.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 .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.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.