Power Charges
Players gain increased Critical Strike Chance for each Power Charge they have
actual_current_power_charges
Attribute /5
power_charge
Key | Value |
---|---|
Acronym | Ignite |
IsCharged | 1 |
BuffGroupsID | 30 |
IsBuffDefinition | 1 |
BuffMergeModesID | 4 |
Crucible Weapon /28
Weight | Desc |
---|---|
300 (T3, T4) | 50% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 65% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 80% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 100% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 120% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 140% increased Endurance, Frenzy and Power Charge Duration |
200 (T3, T4) | 75% reduced Endurance, Frenzy and Power Charge Duration Gain a Power, Frenzy or Endurance Charge on Kill |
400 (T3, T4) | 50% reduced Power Charge Duration Gain a Power Charge on Kill |
300 (T3, T4) | +1 to Minimum Frenzy Charges +1 to Minimum Power Charges -1 to Maximum Endurance Charges |
300 (T3, T4) | +2 to Minimum Frenzy Charges +2 to Minimum Power Charges -2 to Maximum Endurance Charges |
300 (T3, T4) | +1 to Minimum Endurance Charges -1 to Maximum Frenzy Charges +1 to Minimum Power Charges |
300 (T3, T4) | +2 to Minimum Endurance Charges -2 to Maximum Frenzy Charges +2 to Minimum Power Charges |
300 (T3, T4) | +1 to Minimum Endurance Charges +1 to Minimum Frenzy Charges -1 to Maximum Power Charges |
300 (T3, T4) | +2 to Minimum Endurance Charges +2 to Minimum Frenzy Charges -2 to Maximum Power Charges |
150 (T3, T4) | -1 to Maximum Endurance, Frenzy and Power Charges +1 to Minimum Endurance, Frenzy and Power Charges |
150 (T3, T4) | -1 to Maximum Endurance, Frenzy and Power Charges +2 to Minimum Endurance, Frenzy and Power Charges |
500 (T4) | +1 to Maximum Frenzy Charges -1 to Maximum Power Charges -1 to Maximum Endurance Charges |
500 (T4) | +2 to Maximum Frenzy Charges -2 to Maximum Power Charges -2 to Maximum Endurance Charges |
500 (T4) | -1 to Maximum Frenzy Charges +1 to Maximum Power Charges -1 to Maximum Endurance Charges |
500 (T4) | -2 to Maximum Frenzy Charges +2 to Maximum Power Charges -2 to Maximum Endurance Charges |
500 (T4) | -1 to Maximum Frenzy Charges -1 to Maximum Power Charges +1 to Maximum Endurance Charges |
500 (T4) | -2 to Maximum Frenzy Charges -2 to Maximum Power Charges +2 to Maximum Endurance Charges |
150 (T4) | -1 to Maximum Power Charges 4% increased Cooldown Recovery Rate per Power Charge |
150 (T4) | -1 to Maximum Power Charges 6% increased Cooldown Recovery Rate per Power Charge |
150 (T4) | 15% increased Damage per Endurance, Frenzy or Power Charge -1 to Maximum Endurance, Frenzy and Power Charges |
150 (T4) | 25% increased Damage per Endurance, Frenzy or Power Charge -1 to Maximum Endurance, Frenzy and Power Charges |
500 (T5) | Flicker Strike and Vigilant Strike's Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Charges |
1000 (T1, T2, T3, T4, T5) | Socketed Gems are Supported by Level 30 Power Charge On Critical Strike |
Code | virtual maximum power charges |
---|---|
IsPublic | 1 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 1 |
IsScalable | 1 |
StatSemantics | Discrete |
Code | actual current power charges |
---|---|
IsPublic | 1 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 1 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Code | minimum power charges |
---|---|
IsPublic | 1 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 1 |
IsScalable | 1 |
StatSemantics | Discrete |
Skill Gem /6
Skill Gem Quality /5
Item | Stats |
---|---|
Flicker Strike | (0–20)% chance to gain a Power Charge on Critical Strike |
Assassin's Mark | Cursed Enemies have a (0–5)% chance to grant a Power Charge when Hit |
Power Siphon | +(0–10)% to Critical Strike Multiplier per Power Charge |
Vaal Power Siphon | +(0–10)% to Critical Strike Multiplier per Power Charge |
Cold Snap | (0–20)% chance to gain a Power Charge on Critical Strike |
Support Gem /3
Support Gem Quality /1
Item | Stats |
---|---|
Power Charge On Critical Support | Supported Skills have (0–10)% chance to gain a Power Charge on Critical Strike |
Item mods /109
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | (5–7)% chance to gain a Power Charge on Critical Strike critical | wand 1000 dagger 1000 claw 1000 sceptre 1000 staff 1000 default 0 | |
60 | Corrupted | +1 to Maximum Power Charges | helmet 1000 default 0 | |
The Shaper's | 68 | Prefix | (4–6)% chance to gain a Power Charge on Kill | helmet_shaper 400 staff_shaper 400 warstaff_shaper 400 default 0 |
The Shaper's | 84 | Prefix | (7–10)% chance to gain a Power Charge on Kill | helmet_shaper 400 staff_shaper 400 warstaff_shaper 400 default 0 |
of Shaping | 68 | Suffix | Gain an Endurance, Frenzy or Power charge when you Block | shield_shaper 800 default 0 |
The Elder's | 68 | Prefix | Socketed Gems are Supported by Level 10 Power Charge On Critical Strike gem | grants_2h_support 0 staff_elder 400 warstaff_elder 400 default 0 |
of Shaping | 68 | Suffix | +(22–25)% to Global Critical Strike Multiplier (5–8)% chance to gain a Power Charge on Critical Strike damage attack critical | bow_shaper 500 default 0 |
of Shaping | 75 | Suffix | +(26–29)% to Global Critical Strike Multiplier (9–10)% chance to gain a Power Charge on Critical Strike damage attack critical | bow_shaper 500 default 0 |
of Shaping | 68 | Suffix | (60–74)% increased Spell Critical Strike Chance 10% chance to gain a Power Charge on Critical Strike caster critical | attack_staff 0 staff_shaper 1000 default 0 |
of Shaping | 75 | Suffix | (75–82)% increased Spell Critical Strike Chance 10% chance to gain a Power Charge on Critical Strike caster critical | attack_staff 0 staff_shaper 1000 default 0 |
of Shaping | 84 | Suffix | +1 to Maximum Power Charges | staff_shaper 1000 warstaff_shaper 1000 default 0 |
of the Elder | 68 | Suffix | +5% Chance to Block Attack Damage while wielding a Staff 25% chance to gain a Power Charge when you Block | staff_elder 1000 warstaff_elder 1000 default 0 |
of Shaping | 68 | Suffix | Gain a Power Charge after Spending a total of 200 Mana | wand_shaper 1000 default 0 |
of the Elder | 68 | Suffix | (5–10)% increased Damage per Power Charge damage | wand_elder 1000 default 0 |
Warlord's | 75 | Prefix | +1 to Maximum Power Charges | helmet_adjudicator 125 default 0 |
Redeemer's | 68 | Prefix | (4–6)% chance to gain a Power Charge on Kill | helmet_eyrie 250 claw_eyrie 250 dagger_eyrie 250 rune_dagger_eyrie 250 sceptre_eyrie 250 wand_eyrie 250 staff_eyrie 250 warstaff_eyrie 250 default 0 |
Redeemer's | 80 | Prefix | (7–10)% chance to gain a Power Charge on Kill | helmet_eyrie 250 claw_eyrie 250 dagger_eyrie 250 rune_dagger_eyrie 250 sceptre_eyrie 250 wand_eyrie 250 staff_eyrie 250 warstaff_eyrie 250 default 0 |
of the Crusade | 80 | Suffix | 15% chance to gain a Power Charge on Critical Strike critical | body_armour_crusader 250 default 0 |
of the Crusade | 68 | Suffix | +1 to Minimum Power Charges | shield_crusader 500 default 0 |
of the Crusade | 80 | Suffix | +2 to Minimum Power Charges | shield_crusader 500 default 0 |
of the Hunt | 68 | Suffix | Gain an Endurance, Frenzy or Power charge when you Block | shield_basilisk 250 default 0 |
Crusader's | 75 | Prefix | 1 to (6–8) Lightning Damage per Power Charge damage elemental lightning | ring_crusader 500 default 0 |
Crusader's | 80 | Prefix | (1–2) to (9–11) Lightning Damage per Power Charge damage elemental lightning | ring_crusader 500 default 0 |
Crusader's | 68 | Prefix | (3–4)% increased Damage per Power Charge damage | amulet_crusader 500 default 0 |
Crusader's | 80 | Prefix | (5–6)% increased Damage per Power Charge damage | amulet_crusader 500 default 0 |
of the Crusade | 68 | Suffix | (5–7)% increased Damage per Power Charge damage | sceptre_crusader 500 rune_dagger_crusader 500 wand_crusader 500 default 0 |
of the Crusade | 73 | Suffix | (8–10)% increased Damage per Power Charge damage | sceptre_crusader 500 rune_dagger_crusader 500 wand_crusader 500 default 0 |
of the Crusade | 68 | Suffix | (10–13)% increased Damage per Power Charge damage | staff_crusader 500 default 0 |
of the Crusade | 73 | Suffix | (14–17)% increased Damage per Power Charge damage | staff_crusader 500 default 0 |
68 | ScourgeUpside | +1 to Minimum Power Charges | ring 100 default 0 | |
1 | ScourgeUpside | (5–6)% chance to gain a Power Charge on Kill | ring 200 default 0 | |
45 | ScourgeUpside | (7–8)% chance to gain a Power Charge on Kill | ring 200 default 0 | |
68 | ScourgeUpside | (9–10)% chance to gain a Power Charge on Kill | ring 200 default 0 | |
68 | ScourgeUpside | (11–12)% chance to gain a Power Charge on Kill | ring 200 default 0 | |
68 | ScourgeDownside | -1 to Maximum Power Charges | ring 500 default 0 | |
75 | RedImplicit | 4% increased Damage per Power Charge damage | no_tier_6_eldritch_implicit 0 helmet 1000 default 0 | |
75 | RedImplicit | 4% increased Damage per Power Charge damage | no_tier_5_eldritch_implicit 0 helmet 1000 default 0 | |
75 | RedImplicit | 5% increased Damage per Power Charge damage | no_tier_4_eldritch_implicit 0 helmet 1000 default 0 | |
75 | RedImplicit | 5% increased Damage per Power Charge damage | no_tier_3_eldritch_implicit 0 helmet 1000 default 0 | |
75 | RedImplicit | 6% increased Damage per Power Charge damage | no_tier_2_eldritch_implicit 0 helmet 1000 default 0 | |
75 | RedImplicit | 6% increased Damage per Power Charge damage | no_tier_1_eldritch_implicit 0 helmet 1000 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, 5% increased Damage per Power Charge damage | no_tier_5_eldritch_implicit 0 helmet 500 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, 6% increased Damage per Power Charge damage | no_tier_4_eldritch_implicit 0 helmet 500 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, 6% increased Damage per Power Charge damage | no_tier_3_eldritch_implicit 0 helmet 500 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, 7% increased Damage per Power Charge damage | no_tier_2_eldritch_implicit 0 helmet 500 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, 7% increased Damage per Power Charge damage | no_tier_1_eldritch_implicit 0 helmet 500 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, 7% increased Damage per Power Charge damage | no_tier_4_eldritch_implicit 0 helmet 200 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, 7% increased Damage per Power Charge damage | no_tier_3_eldritch_implicit 0 helmet 200 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, 8% increased Damage per Power Charge damage | no_tier_2_eldritch_implicit 0 helmet 200 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, 8% increased Damage per Power Charge damage | no_tier_1_eldritch_implicit 0 helmet 200 default 0 | |
75 | BlueImplicit | 5% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_6_eldritch_implicit 0 helmet 1000 default 0 | |
75 | BlueImplicit | 5% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_5_eldritch_implicit 0 helmet 1000 default 0 | |
75 | BlueImplicit | 5% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_4_eldritch_implicit 0 helmet 1000 default 0 | |
75 | BlueImplicit | 5% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_3_eldritch_implicit 0 helmet 1000 default 0 | |
75 | BlueImplicit | 6% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_2_eldritch_implicit 0 helmet 1000 default 0 | |
75 | BlueImplicit | 6% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_1_eldritch_implicit 0 helmet 1000 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 6% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_5_eldritch_implicit 0 helmet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 6% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_4_eldritch_implicit 0 helmet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 6% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_3_eldritch_implicit 0 helmet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 7% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_2_eldritch_implicit 0 helmet 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 7% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_1_eldritch_implicit 0 helmet 500 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 7% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_4_eldritch_implicit 0 helmet 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 7% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_3_eldritch_implicit 0 helmet 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 8% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_2_eldritch_implicit 0 helmet 200 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 8% increased Mana Regeneration Rate per Power Charge resource mana | no_tier_1_eldritch_implicit 0 helmet 200 default 0 | |
75 | RedImplicit | Gain a Power Charge every 15 seconds | no_tier_6_eldritch_implicit 0 body_armour 500 default 0 | |
75 | RedImplicit | Gain a Power Charge every 14 seconds | no_tier_5_eldritch_implicit 0 body_armour 500 default 0 | |
75 | RedImplicit | Gain a Power Charge every 13 seconds | no_tier_4_eldritch_implicit 0 body_armour 500 default 0 | |
75 | RedImplicit | Gain a Power Charge every 12 seconds | no_tier_3_eldritch_implicit 0 body_armour 500 default 0 | |
75 | RedImplicit | Gain a Power Charge every 11 seconds | no_tier_2_eldritch_implicit 0 body_armour 500 default 0 | |
75 | RedImplicit | Gain a Power Charge every 10 seconds | no_tier_1_eldritch_implicit 0 body_armour 500 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Gain a Power Charge every 10 seconds | no_tier_5_eldritch_implicit 0 body_armour 250 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Gain a Power Charge every 9 seconds | no_tier_4_eldritch_implicit 0 body_armour 250 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Gain a Power Charge every 8 seconds | no_tier_3_eldritch_implicit 0 body_armour 250 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Gain a Power Charge every 7 seconds | no_tier_2_eldritch_implicit 0 body_armour 250 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Gain a Power Charge every 6 seconds | no_tier_1_eldritch_implicit 0 body_armour 250 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 5 seconds | no_tier_4_eldritch_implicit 0 body_armour 100 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 4 seconds | no_tier_3_eldritch_implicit 0 body_armour 100 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 3 seconds | no_tier_2_eldritch_implicit 0 body_armour 100 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Gain a Power Charge every 2 seconds | no_tier_1_eldritch_implicit 0 body_armour 100 default 0 | |
24 | WeaponTree | 50% increased Endurance, Frenzy and Power Charge Duration | one_hand_weapon 300 shield 300 default 0 | |
55 | WeaponTree | 65% increased Endurance, Frenzy and Power Charge Duration | one_hand_weapon 300 shield 300 default 0 | |
78 | WeaponTree | 80% increased Endurance, Frenzy and Power Charge Duration | one_hand_weapon 300 shield 300 default 0 | |
24 | WeaponTree | 100% increased Endurance, Frenzy and Power Charge Duration | two_hand_weapon 300 default 0 | |
55 | WeaponTree | 120% increased Endurance, Frenzy and Power Charge Duration | two_hand_weapon 300 default 0 | |
78 | WeaponTree | 140% increased Endurance, Frenzy and Power Charge Duration | two_hand_weapon 300 default 0 | |
70 | WeaponTree | 75% reduced Endurance, Frenzy and Power Charge Duration Gain a Power, Frenzy or Endurance Charge on Kill | fishing_rod 0 default 200 | |
30 | WeaponTree | 50% reduced Power Charge Duration Gain a Power Charge on Kill | fishing_rod 0 default 400 | |
30 | WeaponTree | +1 to Minimum Frenzy Charges +1 to Minimum Power Charges -1 to Maximum Endurance Charges | one_hand_weapon 300 shield 300 default 0 | |
30 | WeaponTree | +2 to Minimum Frenzy Charges +2 to Minimum Power Charges -2 to Maximum Endurance Charges | two_hand_weapon 300 default 0 | |
30 | WeaponTree | +1 to Minimum Endurance Charges -1 to Maximum Frenzy Charges +1 to Minimum Power Charges | one_hand_weapon 300 shield 300 default 0 | |
30 | WeaponTree | +2 to Minimum Endurance Charges -2 to Maximum Frenzy Charges +2 to Minimum Power Charges | two_hand_weapon 300 default 0 | |
30 | WeaponTree | +1 to Minimum Endurance Charges +1 to Minimum Frenzy Charges -1 to Maximum Power Charges | one_hand_weapon 300 shield 300 default 0 | |
30 | WeaponTree | +2 to Minimum Endurance Charges +2 to Minimum Frenzy Charges -2 to Maximum Power Charges | two_hand_weapon 300 default 0 | |
30 | WeaponTree | -1 to Maximum Endurance, Frenzy and Power Charges +1 to Minimum Endurance, Frenzy and Power Charges | one_hand_weapon 150 shield 150 default 0 | |
30 | WeaponTree | -1 to Maximum Endurance, Frenzy and Power Charges +2 to Minimum Endurance, Frenzy and Power Charges | two_hand_weapon 150 default 0 | |
70 | WeaponTreeRecombined | +1 to Maximum Frenzy Charges -1 to Maximum Power Charges -1 to Maximum Endurance Charges | one_hand_weapon 500 shield 500 default 0 | |
70 | WeaponTreeRecombined | +2 to Maximum Frenzy Charges -2 to Maximum Power Charges -2 to Maximum Endurance Charges | two_hand_weapon 500 default 0 | |
70 | WeaponTreeRecombined | -1 to Maximum Frenzy Charges +1 to Maximum Power Charges -1 to Maximum Endurance Charges | one_hand_weapon 500 shield 500 default 0 | |
70 | WeaponTreeRecombined | -2 to Maximum Frenzy Charges +2 to Maximum Power Charges -2 to Maximum Endurance Charges | two_hand_weapon 500 default 0 | |
70 | WeaponTreeRecombined | -1 to Maximum Frenzy Charges -1 to Maximum Power Charges +1 to Maximum Endurance Charges | one_hand_weapon 500 shield 500 default 0 | |
70 | WeaponTreeRecombined | -2 to Maximum Frenzy Charges -2 to Maximum Power Charges +2 to Maximum Endurance Charges | two_hand_weapon 500 default 0 | |
50 | WeaponTree | -1 to Maximum Power Charges 4% increased Cooldown Recovery Rate per Power Charge | one_hand_weapon 150 shield 150 default 0 | |
50 | WeaponTree | -1 to Maximum Power Charges 6% increased Cooldown Recovery Rate per Power Charge | two_hand_weapon 150 default 0 | |
70 | WeaponTree | 15% increased Damage per Endurance, Frenzy or Power Charge -1 to Maximum Endurance, Frenzy and Power Charges | one_hand_weapon 150 shield 150 default 0 | |
70 | WeaponTree | 25% increased Damage per Endurance, Frenzy or Power Charge -1 to Maximum Endurance, Frenzy and Power Charges | two_hand_weapon 150 default 0 | |
1 | WeaponTree | Flicker Strike and Vigilant Strike's Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Charges | ranged 0 shield 500 weapon 1000 default 0 | |
1 | WeaponTree | Socketed Gems are Supported by Level 30 Power Charge On Critical Strike | crucible_unique_staff 1000 default 0 | |
Haunted | 16 | Prefix | +1 to Maximum Power Charges | necropolis_helmet 250 default 0 |
Enchantment Modifier /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Ice Spear Percent Chance To Gain Power Charge On Critical Strike 1 | 66 | Enchantment | 10% Chance to gain a Power Charge on Critical Strike with Ice Spear caster | helmet 100 default 0 |
Enchantment Ice Spear Percent Chance To Gain Power Charge On Critical Strike 2 | 75 | Enchantment | 15% Chance to gain a Power Charge on Critical Strike with Ice Spear caster | helmet 75 default 0 |
Enchantment Power Siphon Percent Chance To Gain Power Charge On Kill 1 | 66 | Enchantment | 30% Chance to gain an additional Power Charge on Kill with Power Siphon attack | helmet 75 default 0 |
Enchantment Power Siphon Percent Chance To Gain Power Charge On Kill 2 | 75 | Enchantment | 45% Chance to gain an additional Power Charge on Kill with Power Siphon attack | helmet 75 default 0 |
Monsters mods /13
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | gain power charge for each quarter life removed [100] | ||
of Power | 1 | Unique | 50% chance to gain a Power Charge on Hit | not_int 0 default 1000 |
1 | Unique | 50% chance to gain a Power Charge on Hit | ||
1 | Unique | 100% chance to gain a Power Charge on Hit map related item drop chance +% final from league [-40] | ||
1 | Unique | 50% increased Cast Speed per Power Charge caster speed | ||
1 | Unique | monster gain power charge on kin death [1] | ||
Bootlegger's Touch | 1 | Torment | gain power charge for each quarter life removed [1] | |
Bootlegger's Grip | 1 | Torment | 50% chance to gain a Power Charge on Hit | |
Shared Boon | 1 | Bloodlines | 100% chance to gain a Power Charge on Hit monster share charges with pack [1] | |
1 | Unique | +3 to Maximum Frenzy Charges +3 to Maximum Power Charges +3 to Maximum Endurance Charges 500% increased Endurance, Frenzy and Power Charge Duration | ||
1 | Unique | 100% chance to gain a Power Charge on Hit | ||
of Power | 24 | Suffix | gain X power charges on casting a spell [1] | caster 2000 default 0 |
1 | Unique | Defender Teammates gain 3 Endurance, Frenzy or Power Charges every 6 seconds |
Map mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Power | 1 | Suffix | Monsters gain a Power Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | uber_tier_map 0 secret_area 0 unique_map 0 maven_map 0 expedition_logbook 0 primordial_map 0 default 800 |
of Power | 1 | Suffix | Monsters gain a Power Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area | uber_tier_map 0 secret_area 0 unique_map 0 maven_map 800 primordial_map 800 default 0 |
of Power | 1 | Suffix | Monsters gain a Power Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | uber_tier_map 0 secret_area 0 unique_map 0 expedition_logbook 800 default 0 |
Delve Area mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters have (30–60)% chance to gain a Power Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | default 1000 | |
52 | DelveArea | Monsters gain a Power Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | default 1000 |
Heist Area mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Power | 1 | Suffix | Monsters have (30–60)% chance to gain a Power Charge on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] | default 800 |
of Power | 68 | Suffix | Monsters gain a Power Charge on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] | default 800 |
Veiled mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Order | 60 | Suffix | +1 to Minimum Power Charges (3–4)% chance to gain a Power Charge on Kill | ring 1500 amulet 1500 default 0 |
of the Order | 60 | Suffix | (5–6)% increased Damage per Power Charge damage | one_hand_weapon 1000 default 0 |
of the Order | 60 | Suffix | (7–8)% increased Damage per Power Charge damage | two_hand_weapon 1000 default 0 |
Crafting Bench /3
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
+1 to Minimum Power Charges | 1x Exalted Orb | Ring · Amulet | Betrayal Unveil |
(5–6)% increased Damage per Power Charge | 3x Chaos Orb | Two Hand Melee · Two Hand Ranged | Betrayal Unveil |
(3–4)% increased Damage per Power Charge | 3x Chaos Orb | One Hand Melee · One Hand Ranged | Betrayal Unveil |
Misc mods /26
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Gain (1–3) Power Charge on use | ||
1 | Jewel | Unique | -1 to Maximum Power Charges | ||
1 | Jewel | Corrupted | (3–7)% increased Endurance, Frenzy and Power Charge Duration | jewel 0 default 0 | |
of Power | 1 | Jewel | Suffix | (10–14)% increased Power Charge Duration | not_int 0 default 0 |
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | +1 to Minimum Power Charges per Grand Spectrum number of stackable unique jewels [1] | ||
1 | Jewel | Unique | Passives granting Lightning Resistance or all Elemental Resistances in Radius also grant an equal chance to gain a Power Charge on Kill local jewel effect base radius [1500] | ||
1 | Jewel | Unique | 10% increased Power Charge Duration | jewel 1 default 0 | |
1 | PrimordialAltar | Unique | (-40–-20)% to Critical Strike Multiplier per Power Charge | primordial_altar_upside 0 tangle_altar 400 default 0 | |
of the Assassin | 1 | Sentinel | Suffix | Character Gains Power Charges for 15 seconds on deployment | special_sentinel_mod 0 default 30 |
Ambitious | 75 | SanctumSpecial | Prefix | (6–8)% increased Damage per Power Charge damage | int_special_relic 600 default 150 |
of Concentration | 75 | SanctumSpecial | Suffix | (6–8)% increased Mana Regeneration Rate per Power Charge resource mana | int_special_relic 600 default 150 |
of Untapped Power | 84 | SanctumSpecial | Suffix | +1 to Maximum Power Charges | int_special_relic 200 default 50 |
of the Hierophant | 70 | Charm | Suffix | +1 to Minimum Endurance Charges +1 to Minimum Power Charges | int_animal_charm 50 str_animal_charm 50 default 0 |
Occultist's | 1 | Charm | Prefix | (2–3)% increased Area of Effect per Power Charge | int_animal_charm 1000 default 0 |
Occultist's | 60 | Charm | Prefix | 4% increased Area of Effect per Power Charge | int_animal_charm 500 default 0 |
Assassin's | 1 | Charm | Prefix | (10–15)% chance to gain a Power Charge on Critical Strike | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | Charm | Prefix | (16–25)% chance to gain a Power Charge on Critical Strike | int_animal_charm 250 dex_animal_charm 250 default 0 |
Assassin's | 1 | Charm | Prefix | +(2–3)% to Critical Strike Multiplier per Power Charge | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | Charm | Prefix | +(4–5)% to Critical Strike Multiplier per Power Charge | int_animal_charm 250 dex_animal_charm 250 default 0 |
Assassin's | 1 | Charm | Prefix | +(0.4–0.6)% Critical Strike Chance while at maximum Power Charges | int_animal_charm 500 dex_animal_charm 500 default 0 |
Assassin's | 60 | Charm | Prefix | +(0.61–1)% Critical Strike Chance while at maximum Power Charges | int_animal_charm 250 dex_animal_charm 250 default 0 |
46 | Necropolis | NecropolisHaunted | 100% chance to gain a Power Charge on Hit monster necropolis mod value +% [80] | default 400 | |
of Power | 1 | UberMap | Suffix | Monsters have +1 to Maximum Power Charges Monsters gain a Power Charge on Hit 20% increased Quantity of Items found in this Area 12% increased Rarity of Items found in this Area 6% increased Pack size 50% more Maps found in Area | uber_tier_map 100 default 0 |
of Powerlessness | 1 | UberMap | Suffix | Players cannot gain Endurance Charges Players cannot gain Frenzy Charges Players cannot gain Power Charges 24% increased Quantity of Items found in this Area 14% increased Rarity of Items found in this Area 6% increased Pack size 84% more Currency found in Area | uber_tier_map 0 default 0 |
of Power | 1 | UberMap | Suffix | Monsters gain a Power Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | has_uber_map_suffix 96 default 0 |
Essence /1
Name |
---|
Essence of Insanity |
Item /7
Assembler Wand
Physical Damage: 15-28
Critical Strike Chance: 9%
Attacks per Second: 1.5
Requires Level 30, 101 Int
Gain an Endurance, Frenzy or Power Charge every 6 seconds
Congregator Wand
Physical Damage: 23-43
Critical Strike Chance: 9%
Attacks per Second: 1.5
Requires Level 50, 168 Int
Gain an Endurance, Frenzy or Power Charge every 6 seconds
Accumulator Wand
Physical Damage: 27-50
Critical Strike Chance: 9%
Attacks per Second: 1.5
Requires Level 70, 237 Int
Gain 2 Endurance, Frenzy or Power Charges every 6 seconds
Capacity Rod
Physical Damage: 39-73
Critical Strike Chance: 8.3%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 30, 54 Str, 54 Int
+1 to Maximum Power Charges and Maximum Endurance Charges
Potentiality Rod
Physical Damage: 61-113
Critical Strike Chance: 8.3%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 50, 86 Str, 86 Int
+1 to Maximum Power Charges and Maximum Endurance Charges
Eventuality Rod
Physical Damage: 78-144
Critical Strike Chance: 8.3%
Attacks per Second: 1.25
Weapon Range: 1.3 metres
Requires Level 70, 117 Str, 117 Int
+1 to Maximum Power Charges and Maximum Endurance Charges
Monkey Paw Talisman
Talisman Tier: 3
10% chance to gain a Power Charge on Kill
local stat monsters pick up item [1]
Corrupted
Unique /53
+(16–24) to Dexterity and Intelligence
+(30–40)% to Lightning Resistance
+(8–10)% to Chaos Resistance
10% chance to gain a Frenzy Charge on Kill
10% chance to gain a Power Charge on Kill
5% increased Projectile Speed per Frenzy Charge
5% increased Projectile Damage per Power Charge
+(16–24) to Strength and Intelligence
+(20–30) to maximum Energy Shield
+(30–40) to maximum Life
+(15–20)% to all Elemental Resistances
30% reduced Endurance Charge Duration
30% reduced Power Charge Duration
Gain an Endurance Charge when you lose a Power Charge
+(60–80) to maximum Energy Shield
+(60–70) to maximum Energy Shield
+(45–55) to maximum Mana
Chill Effect and Freeze Duration on you are based on 100% of Energy Shield
(20–25)% increased Elemental Damage with Attack Skills per Power Charge
0.2% of Attack Damage Leeched as Mana per Power Charge
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(20–30)% increased Global Critical Strike Chance
+333 to Accuracy Rating
+(15–25)% to Global Critical Strike Multiplier
+(40–60) to maximum Mana
0.4% of Physical Attack Damage Leeched as Mana
Gain a Power Charge on Non-Critical Strike
Lose all Power Charges on Critical Strike
(Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(100–150)% increased Armour and Energy Shield
50% reduced maximum Mana
Gain a Power Charge for each Enemy you hit with a Critical Strike
Inner Conviction
(3% more Spell Damage per Power Charge. Gain Power Charges instead of Frenzy Charges)
(10–15)% increased Attack Speed
(10–15)% increased Cast Speed
(10–15)% reduced maximum Mana
(10–15)% chance to gain a Power, Frenzy or Endurance Charge on Kill
(Share Endurance, Frenzy and Power Charges with nearby party members)
(36–40)% increased Spell Damage
80% reduced Spell Damage
(10–20)% increased Cast Speed
(50–65)% increased Global Critical Strike Chance
+(40–50) to maximum Mana
+1 to Maximum Power Charges
25% increased Spell Damage per Power Charge
(250–300)% increased Charges per use
Removes 80% of your maximum Energy Shield on use
You take 50% of your maximum Life as Chaos Damage on use
Gain (1–3) Endurance Charge on use
Gain (1–3) Frenzy Charge on use
Gain (1–3) Power Charge on use
+5% chance to Suppress Spell Damage
Grants Level 25 Bear Trap Skill
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(60–80) to maximum Life
(-18–-14) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
+25% Chance to Block Attack Damage while wielding a Staff
+6% Chance to Block Attack Damage while wielding a Staff
Adds (135–145) to (160–175) Physical Damage
(12–16)% increased Attack Speed
(10–20)% increased Critical Strike Chance
+1 to Maximum Power Charges
10% chance to gain a Power Charge if you Knock an Enemy Back with Melee Damage
(Warstaves are considered Staves)
30% increased Global Critical Strike Chance
Adds 1 to 4 Physical Damage
10% increased Attack Speed
100% increased Critical Strike Chance
+45% to Global Critical Strike Multiplier
15% chance to gain a Power Charge on Kill
+(20–25) to maximum Mana
(220–250)% increased Evasion and Energy Shield
+(60–80) to maximum Life
4% increased Movement Speed per Frenzy Charge
Regenerate 75 Life per second per Endurance Charge
(100–200)% increased Endurance, Frenzy and Power Charge Duration
26% increased Elemental Damage
Adds (35–46) to (85–128) Physical Damage
(25–50)% increased Critical Strike Chance
30% chance to gain a Power Charge when you Stun
Gain Unholy Might for 4 seconds on Critical Strike
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
(90–110)% increased Armour and Evasion
(4–7)% increased Elemental Damage per Frenzy Charge
(4–7)% increased Physical Damage per Endurance Charge
(4–7)% increased Spell Damage per Power Charge
10% chance to Steal Power, Frenzy, and Endurance Charges on Hit
(10–15)% increased Cold Damage
With at least 40 Intelligence in Radius, Cold Snap grants Power Charges instead of Frenzy Charges when Enemies die in its Area
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
With at least 40 Intelligence in Radius, Cold Snap's Cooldown can be bypassed by Power Charges instead of Frenzy Charges
+(16–24) to Strength and Intelligence
+(30–50) to maximum Life
+(50–70) to maximum Mana
+1 to Maximum Power Charges
10% increased Mana Regeneration Rate per Power Charge
(80–100)% increased Power Charge Duration
1% of Damage is taken from Mana before Life per Power Charge
40% reduced Critical Strike Chance per Power Charge
+(60–120) to maximum Mana
30% increased Movement Speed
25% chance to gain a Power Charge on Critical Strike
12% increased Reservation Efficiency of Skills
You have no Life Regeneration
Stun Threshold is based on 500% of your Mana instead of Life
(The Stun Threshold determines how much Damage can Stun something)
Adds (1–2) to (9–11) Lightning Damage to Spells and Attacks
(40–60)% increased Physical Damage
Adds 1 to (35–45) Lightning Damage
(15–25)% increased Mana Regeneration Rate
+1 to Maximum Power Charges
(25–35)% chance to gain a Power Charge on Kill
(10–15)% increased Spell Damage
(210–250)% increased Energy Shield
+2 to Maximum Power Charges
20% chance to gain a Power Charge on Hit
(12–16)% increased Spell Damage per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Shocks you when you reach Maximum Power Charges
(Shock increases Damage taken by 15%, for 2 seconds)
+8% to all Elemental Resistances
+(50–70) to maximum Life
+(20–30)% to Lightning Resistance
+11% to Chaos Resistance
20% increased Area of Effect of Aura Skills
10% chance to grant a Power Charge to nearby Allies on Kill
5% chance to grant a Frenzy Charge to nearby Allies on Hit
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
(10–20)% increased Cast Speed
Gain a Power Charge on Killing a Frozen Enemy
Adds 50 to 70 Cold Damage to Spells per Power Charge
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
Adds (120–140) to (150–170) Cold Damage to Spells
Gain a Power Charge on Killing a Frozen Enemy
Cold Exposure you inflict applies an extra -12% to Cold Resistance
+(20–25) Mana gained on Killing a Frozen Enemy
Gain (6–10)% of Lightning Damage as Extra Chaos Damage
Passives granting Lightning Resistance or all Elemental Resistances in Radius
also grant an equal chance to gain a Power Charge on Kill
also grant an equal chance to gain a Power Charge on Kill
+(15–20) to all Attributes
(60–140)% increased Armour and Energy Shield
+(60–70) to maximum Life
-1 to Maximum Power Charges
Gain (8–12)% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
You take 50% reduced Extra Damage from Critical Strikes while you have no Power Charges
(Attributes are Strength, Dexterity, and Intelligence)
(5–8)% increased Intelligence
+(50–70) to maximum Life
25% increased Movement Speed
5% increased Damage per Power Charge
25% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
your maximum number of Power Charges
+(16–24) to Dexterity and Intelligence
(4–8)% increased maximum Life
(25–30)% chance to gain a Frenzy Charge on Killing an Enemy affected by at least 5 Poisons
(12–15)% chance to gain a Power Charge on Killing an Enemy affected by fewer than 5 Poisons
10% increased Damage with Poison per Frenzy Charge
3% increased Poison Duration per Power Charge
(80–100)% increased Evasion and Energy Shield
+(60–80) to maximum Life
Gain (15–25) Energy Shield per Enemy Hit with Attacks
Gain (15–25) Life per Enemy Hit with Attacks
Grants Malachai's Endurance, Frenzy and Power for 6 seconds each, in sequence
(Malachai's Endurance gives 10% chance to grant an Endurance Charge on Hit)
(Malachai's Frenzy gives 10% chance to grant a Frenzy Charge on Hit)
(Malachai's Power gives 10% chance to grant a Power Charge on Hit)
+25% Chance to Block Attack Damage while wielding a Staff
+(40–55)% to Chaos Damage over Time Multiplier
(20–30)% increased Chaos Damage
2% increased Cast Speed per Power Charge
+2 to Level of all Chaos Spell Skill Gems
Gain a Power Charge after Spending a total of 200 Mana
Regenerate 2 Mana per Second per Power Charge
+(15–25)% to Cold Resistance
+(15–25)% to Chaos Resistance
Count as having maximum number of Endurance Charges
Count as having maximum number of Frenzy Charges
Count as having maximum number of Power Charges
Count as having maximum number of Frenzy Charges
Count as having maximum number of Power Charges
Adds (3–5) to (70–82) Lightning Damage to Spells and Attacks
(30–40)% increased Spell Damage
Adds (26–35) to (95–105) Lightning Damage to Spells
+(6–10)% to Critical Strike Multiplier per Power Charge
+0.3% Critical Strike Chance per Power Charge
+2% Chance to Block Spell Damage per Power Charge
Adds 3 to 9 Lightning Damage to Spells per Power Charge
200 Lightning Damage taken per second per Power Charge if
your Skills have dealt a Critical Strike Recently
your Skills have dealt a Critical Strike Recently
charge elder art variation [1]
(Recently refers to the past 4 seconds)
(100–150)% increased Armour and Evasion
+(80–100) to maximum Life
Aspect of the Cat has no Reservation
+2 seconds to Cat's Stealth Duration
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
You have Phasing while you have Cat's Stealth
Adds (16–21) to (31–36) Chaos Damage to Spells
(220–250)% increased Energy Shield
10% chance to gain a Power Charge on hitting an Enemy affected by a Spider's Web
(6–10)% chance to Poison per Power Charge
(15–20)% increased Damage with Poison per Power Charge
Aspect of the Spider inflicts Spider's Webs and Hinder every 0.5 Seconds instead
+(30–40) to Dexterity
(200–250)% increased Evasion and Energy Shield
(20–30)% reduced Trap Throwing Speed
Skills used by Traps have (10–20)% increased Area of Effect
Increases and Reductions to Cast Speed also Apply to Trap Throwing Speed
10% chance to gain an Endurance, Frenzy or Power Charge when any
of your Traps are Triggered by an Enemy
of your Traps are Triggered by an Enemy
Skills which throw Traps Cost Life instead of Mana
(20–30)% increased Mana Regeneration Rate
Adds (22–27) to (34–38) Fire Damage
Adds (20–23) to (31–35) Cold Damage
Adds (1–3) to (47–52) Lightning Damage
Gain up to maximum Power Charges when you use a Vaal Skill
Gain 10 Life per Enemy Hit if you have used a Vaal Skill Recently
10% increased Movement Speed if you have used a Vaal Skill Recently
(Recently refers to the past 4 seconds)
+(16–24) to Dexterity and Intelligence
Your Maximum Frenzy Charges is equal to your Maximum Power Charges
(7–10)% increased Cooldown Recovery Rate of Travel Skills per Frenzy Charge
(7–10)% increased Effect of Elusive on you per Power Charge
(20–25)% chance to lose a Frenzy Charge when you use a Travel Skill
(20–25)% chance to lose a Power Charge when you gain Elusive
(Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)
(200–250)% increased Evasion and Energy Shield
1% of Damage dealt by your Mines is Leeched to you as Life
(20–30)% reduced Recovery rate of Life and Energy Shield
5% increased Recovery rate of Life and Energy Shield per Power Charge
Lose a Power Charge each second if you have not Detonated Mines Recently
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Recently refers to the past 4 seconds)
+(20–30) to Intelligence
(25–40)% increased Mana Regeneration Rate
+(15–25)% to all Elemental Resistances
+(30–40)% to Critical Strike Multiplier if you've gained a Power Charge Recently
(1–2) to (36–40) Lightning Damage per Power Charge
90% less Power Charge Duration
Adds (14–29) to (42–47) Cold Damage to Spells and Attacks
(15–25)% increased Cast Speed
Lose all Power Charges on reaching Maximum Power Charges
Gain a Frenzy Charge on reaching Maximum Power Charges
(15–20)% increased Cold Damage per Frenzy Charge
50% chance to gain a Power Charge when you Hit a Frozen Enemy
Take 500 Cold Damage on reaching Maximum Power Charges
(350–400)% increased Evasion and Energy Shield
+5% Chance to Block Spell Damage per Power Charge
(3–5)% increased Elemental Damage per Power charge
Gain a Power Charge every Second if you haven't lost Power Charges Recently
Lose all Power Charges when you Block
(60–100)% increased Armour
+(60–100) to maximum Life
30% increased Movement Speed
Gain a Power Charge on Hit while Poisoned
+30% to Chaos Resistance while stationary
Necrotic Footprints
50% chance for Spell Hits against you to inflict Poison
(5–8)% increased Intelligence
+(50–70) to maximum Life
5% increased Damage per Power Charge
Regenerate 0.5% of Life per second per Power Charge
5% increased Movement Speed per Power Charge
Minions deal (15–20)% increased Damage
(150–200)% increased Armour and Energy Shield
Minions have (20–40)% reduced maximum Life
Minions have (15–25)% increased Movement Speed
Minions have 50% increased Critical Strike Chance per Maximum Power Charge you have
Minions can hear the whispers for 5 seconds after they deal a Critical Strike
(Minions which hear the whispers take 20% of their maximum life as chaos damage per second, have 50% increased attack speed and damage, and do not listen to you)
30% increased Global Critical Strike Chance
(200–250)% increased Physical Damage
(20–25)% increased Attack Speed if you haven't gained a Frenzy Charge Recently
(60–80)% increased Critical Strike Chance if you haven't gained a Power Charge Recently
+3 seconds to Duration of Frenzy and Power Charges on Culling Strike
Gain (120–150) Life on Culling Strike
Gain (10–20) Mana on Culling Strike
(Recently refers to the past 4 seconds)
(15–25)% increased Stun and Block Recovery
+(60–70) to maximum Energy Shield
(16–20)% increased maximum Mana
+(40–60)% to Lightning Resistance
+1 to Maximum Power Charges
Modifiers to Minimum Power Charges instead apply to Minimum Absorption Charges
Maximum Absorption Charges is equal to Maximum Power Charges
Gain Absorption Charges instead of Power Charges
(Players Recoup 12% of Elemental Damage taken as Energy Shield per Absorption Charge)
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
32% increased Elemental Damage
(80–120)% increased Damage with Vaal Skills
(6–8)% reduced Soul Gain Prevention Duration
Gain an Endurance Charge, Frenzy Charge, and Power Charge when you use a Vaal Skill
Shepherd of Souls
(Vaal Non-Aura Skills have 80% less Soul Cost. Vaal Non-Aura Skills have 100% increased Soul Cost per Vaal Skill used in the past 8 seconds)
+3% chance to Suppress Spell Damage
Grants Level 5 Bear Trap Skill
(18–28)% increased Trap Damage
(15–25)% increased Global Physical Damage
+(10–20) to maximum Life
(-3–-2) Physical Damage taken from Attack Hits
25% chance to gain a Power Charge when you Throw a Trap
+(15–25)% to Cold Resistance
+(15–25)% to Chaos Resistance
Count as having maximum number of Endurance Charges
Count as having maximum number of Frenzy Charges
Count as having maximum number of Power Charges
Count as having maximum number of Frenzy Charges
Count as having maximum number of Power Charges
Gain a Frenzy, Endurance, or Power Charge once per second while you are Stationary
+1 to Minimum Power Charges per Grand Spectrum
number of stackable unique jewels [1]
+(15–25) to maximum Energy Shield
+(30–40) to Intelligence
(10–15)% increased Cast Speed
(10–20)% chance to gain a Power Charge when you Cast a Curse Spell
Your Curse Limit is equal to your maximum Power Charges
+(16–24) to Strength and Intelligence
+(40–70) to maximum Mana
(-13–13)% to Chaos Resistance
-5% to all maximum Resistances
Gain additional Elemental Damage Reduction equal to half your Chaos Resistance
Maximum Endurance, Frenzy and Power Charges is 0
(Maximum Resistances cannot be raised above 90%)
+(30–50) to Intelligence
(80–120)% increased Armour and Evasion
+1 to Level of all Minion Skill Gems
25% increased Light Radius
Minions have the same maximum number of Endurance, Frenzy and Power Charges as you
Minions count as having the same number of
Endurance, Frenzy and Power Charges as you
Endurance, Frenzy and Power Charges as you
Passive /11
+8% Chance to Block Spell Damage while wielding a Staff
20% chance to gain a Power Charge when you Block
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
+1 to Maximum Power Charges
+1 to Maximum Power Charges
+1 to Maximum Power Charges
Share Endurance, Frenzy and Power Charges with nearby party members
60% increased Critical Strike Chance with Traps
+20% to Critical Strike Multiplier with Traps
15% chance to gain a Power Charge when your Trap is triggered by an Enemy
50% increased Critical Strike Chance with Mines
+25% to Critical Strike Multiplier with Mines
10% chance to gain a Power Charge when your Mine is Detonated targeting an Enemy
+8% Chance to Block Spell Damage while wielding a Staff
3% increased Area of Effect per Power Charge
25% chance to gain a Power Charge when you Block Spell Damage
(Warstaves are considered Staves)
60% increased Critical Strike Chance with Maces or Sceptres
10% reduced Enemy Stun Threshold with Maces or Sceptres
10% chance to gain a Power Charge when you Stun with Melee Damage
(The Stun Threshold determines how much Damage can Stun something)
+1 to Minimum Power Charges
8% chance to gain a Power Charge on Kill
8% increased Damage per Power Charge
Ascendancy Passive /4
Ascendancy: Hierophant
Character: Templar
+4 to Minimum Endurance Charges
+4 to Minimum Power Charges
+1 to Maximum Power Charges and Maximum Endurance Charges
Cluster Jewel Passive /8
15% increased maximum Mana
20% increased Mana Recovery from Flasks
25% chance to gain a Power Charge when you use a Mana Flask
+6% Chance to Block Spell Damage while Dual Wielding
Attack Skills deal 20% increased Damage while Dual Wielding
20% chance to gain a Power Charge when you Block
6% Chance to Block Spell Damage
20% increased Spell Damage
20% chance to gain a Power Charge when you Block
Exerted Attacks deal 25% increased Damage
Warcries have 5% Chance to grant an Endurance, Frenzy or Power Charge per Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
20% chance to gain a Power Charge when you Block
+10% Chance to Block Spell Damage while at Maximum Power Charges
10% chance to gain a Power Charge when you Shock a Chilled Enemy
25% increased Cold Damage with Hits against Shocked Enemies
25% increased Lightning Damage with Hits against Chilled Enemies
20% increased Area Damage
3% increased Area of Effect per Power Charge, up to a maximum of 50%
+15% to Critical Strike Multiplier with Claws or Daggers
10% chance to gain a Power Charge on Non-Critical Strike with a Claw or Dagger
Timeless Jewel Passive /6
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Templar | Keystone | Inner Conviction | 3% more Spell Damage per Power Charge Gain Power Charges instead of Frenzy Charges Your every move is calm and calculated with absolute certainty. Militant Faith: Dominus |
Templar | Notable | Powerful Faith | +1 to Minimum Power Charges while you have at least 150 Devotion |
Eternal | Keystone | Supreme Grandstanding | Nearby Allies and Enemies Share Charges with you Enemies Hitting you have 10% chance to gain an Endurance, Frenzy or Power Charge Your fiery passion inspires everyone around you - especially your foes. Elegant Hubris: Victario |
Eternal | Notable | Eternal Subjugation | 15% chance to gain a Power Charge on Critical Strike |
Eternal | Notable | Eternal Separation | 4% increased Energy Shield per Power Charge |
Eternal | Notable | Eternal Exploitation | 10% increased Damage per Power Charge |
Elevated modifier List /6
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Crusade | 80 | 15% chance to gain a Power Charge on Critical Strike Group: 1602 | 15% chance to gain a Power Charge on Critical Strike 3% increased Damage per Power Charge |
The Shaper's | 68 | (4–6)% chance to gain a Power Charge on Kill Group: 594 | (7–10)% chance to gain a Power Charge on Kill |
The Shaper's | 84 | (7–10)% chance to gain a Power Charge on Kill Group: 594 | 50% increased Power Charge Duration (11–15)% chance to gain a Power Charge on Kill |
Warlord's | 75 | +1 to Maximum Power Charges Group: 565 | +1 to Maximum Power Charges 10% chance that if you would gain Power Charges, you instead gain up to your maximum number of Power Charges |
Redeemer's | 68 | (4–6)% chance to gain a Power Charge on Kill Group: 594 | (7–10)% chance to gain a Power Charge on Kill |
Redeemer's | 80 | (7–10)% chance to gain a Power Charge on Kill Group: 594 | 50% increased Power Charge Duration (11–15)% chance to gain a Power Charge on Kill |
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Power Charge
Power charges are one of the three charge types. They grant a temporary buff associated with intelligence and represent an increase to concentration and arcane energies during combat. They are visualized as glowing blue orbs surrounding the character. Gaining a new power charge resets the duration of all remaining power charges.
Players gain increased Critical Strike Chance for each Power Charge they have
- 40% increased Critical Strike Chance per Power Charge
Effects on monsters
The effects of power charges are much more significant on monsters and minions. Note that player totems themselves cannot gain or have power charges.
- 200% increased Critical Strike Chance per Power Charge
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.