+1 to max number of Summoned Totems+1 to maximum number of Summoned Totems
Trigger Ancestral Spirits when you Summon a TotemTrigger Ancestral Spirits when you Summon a Totem
Ancestral Spirits
This skill is Triggered each time you summon a Totem, summoning an Ancestral Spirit Minion to fight for you. If the Totem dies then the Ancestral Spirit triggered by it's summoning will die too.
Minions from this skill have 1% inc. Attack Speed per 3 of your DexMinions from this skill have 1% increased Attack Speed per 3 of your Dexterity
Modifiers to Totem Life also affects Minions from this SkillModifiers to Totem Life also affects Minions from this Skill
Minions from this skill have 1% inc. Dmg per 1 of your StrMinions from this skill have 1% increased Damage per 1 of your Strength
q20:Minions have (0 - 20)%more Maximum LifeMinions have (0 - 20)%more Maximum Life
Imploding Impacts
Notable
Break 25% inc. ArmourBreak 25% increased Armour
Fully Broken Armour you inflict increases all Dmg Taken from Hits insteadFully Broken Armour you inflict increases all Damage Taken from Hits instead
You can Break Enemy Armour to below 0You can Break Enemy Armour to below 0
Warcaller's Bellow
Notable
20% inc. Warcry Speed20% increased Warcry Speed
Warcries Explode Corpses dealing 25% of their Life as Phys.DmgWarcries Explode Corpses dealing 25% of their Life as Physical Damage
Ignore Warcry CooldownsIgnore Warcry Cooldowns
Turtle Charm
Notable
6% inc. Block chance6% increased Block chance
You take 20% of damage from Blocked HitsYou take 20% of damage from Blocked Hits
Maximum Block chance is 75%Maximum Block chance is 75%
Renly's Training
Notable
6% inc. Block chance6% increased Block chance
Gain35% Base Chance to Block from EquippedShield instead of the Shield's valueGain35% Base Chance to Block from EquippedShield instead of the Shield's value
Wooden Wall
Notable
20% inc. Totem Life20% increased Totem Life
20% of Dmg from Hits is taken from your nearest Totem's Life before you20% of Damage from Hits is taken from your nearest Totem's Life before you
Anvil's Weight
Notable
Break 25% inc. ArmourBreak 25% increased Armour
Break Armour equal to 10% of Hit Dmg dealtBreak Armour equal to 10% of Hit Damage dealt
Warbringer is part of the published POE2 Main V2 Ascendancy catalog. Generated .
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.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.Jade
Jade is a stacking BuffBuffs which grants 1% additional Phys.DmgPhysical Damage Reduction per stack. Maximum of 10 Jade stacks.Jade
Jade is a stacking BuffBuffs which grants 1% additional Physical DamagePhysical Damage Reduction per stack. Maximum of 10 Jade stacks.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.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 .Minions
Minions are summoned AlliesAllies which will accompany and fight alongside you. Persistent Minions will reserve a portion of SpiritSpirit while active.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.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants EREvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Dexterity
Dexterity is an AttributeAttributes required to use most equipment that grants Evasion RatingEvasion Rating , as well as various range-aligned Weapons and Skills. Dexterity provides an inherent bonus of +8 to AccuracyAccuracy Rating per 1 Dexterity. Dexterity does not grant damage to Skills or any other benefits except where specifically stated.Strength
Strength is an AttributeAttributes required to equip most equipment that grants ArmourArmour , as well as various melee-aligned Weapons and Skills. Strength provides an inherent bonus of +2 to maximum Life per 1 Strength. Strength does not grant damage to Skills or any other benefits except where specifically stated.Fully Broken Armour
Some Skills, Items, Support GemsSupport Gems and other effects can Break ArmourArmour , which lowers a target's ArmourArmour by a specified amount. If this brings the target's ArmourArmour value to 0, their ArmourArmour is Fully Broken for 12 seconds, or 4 seconds for players. On top of not benefitting from ArmourArmour , non-player targets with Fully Broken ArmourArmour take 20% increased Physical damagePhysical Damage from Hits . Players Break 3 times ArmourArmour against Normal Monsters and 2 times ArmourArmour against Magic Monsters.Break Enemy Armour to below 0
Enemies with ArmourArmour Broken below 0 have negative ArmourArmour . This means they take more Physical damagePhysical Damage from Hits . ArmourArmour broken below 0 is capped by the enemy's base ArmourArmour .Warcries
Warcries are skills which count enemy PowerPower within their area and Empower your subsequent MeleeMeleeAttacksAttacks , sometimes depending on the total PowerPower of enemies counted.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 AlliesAllies do not leave usable Corpses.Physical Damage
10% increased Physical DamageBlocked
Blocking completely prevents the damage of an incoming HitHit Damage . You will still take any StunStun from the Blocked hit. You can't Block while Stunned or Frozen . Some Skills used by Bosses cannot be blocked. These are indicated by a red glow and audio cue during the windup of the Skill.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.Shield
Shields are defensive items that are equipped in your off hand, usually granting ArmourArmour . While holding a Shield you have a chance to passively BlockBlocked . Shields also grant a Skill that lets you BlockBlocked incoming Hits more actively, either raising your Shield to absorb the HitHit Damage or Parrying the HitHit Damage depending on the type of Shield. Bucklers are a special type of Shield that do not grant any ArmourArmour and can Parry enemy skills instead of being raised to BlockBlocked .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.