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Charge
Charges are counters that are represented as glowing orbs around the creature. Charges can also be identified by having a specific silver border around the icon.
There are three types of charge every character can have, each corresponding to a different core attribute:
- Endurance Charge are associated with Strength.
- Frenzy Charge are associated with Dexterity.
- Power Charge are associated with Intelligence.
Other charges in the game are:
- Spirit Charges from items like Lightpoacher and Hale Negator
- Divinity Charges from Garb of the Ephemeral
- Void Charges from Voidfletcher
- Siphoning Charges from Disintegrator
- Challenger Charges from the Arena Challenger keystone on the Gladiator ascendency.
- Blitz Charges from Blitz keystone on the Berserker ascendency.
- Inspiration Charges from Inspiration Support
- Blood Chargess from Reap
Three alternative charges from belts dropped from Maven
- Arn's Anguish's Brutal Charges (replaces endurance charge)
- Olesya's Delight's Affliction Charges (replaces frenzy charge)
- Graven's Secret's Absorption Charges (replaces power charge)
Each type of charge grants different bonuses. Charge bonuses increase proportional to the number of accumulated charges of that type.
Mechanics
Charges are accumulated by the use of certain skills and equipment, and have a duration of ten seconds by default. This duration can be increased or decreased with specific passive skills and unique items. Gaining a charge resets the duration of all accumulated charges of the same type.
Maximum charges
By default, characters can accumulate a maximum of three charges of each type. This limit can be raised or lowered with certain passive skills and equipment. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained; however, the duration of all charges of that type will still be reset.
Maximum number of charges can also be lowered by the following sources:
With 0 maximum charges, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is technically considered to be at maximum charges. However, 0/0 charge would not trigger "reaching maximum charge" effect.
Minimum charges
Certain mods grant +X to Minimum Endurance/Frenzy/Power Charges, causing your character to always have that amount of charges.
Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using Flicker Strike with +1 to Minimum Frenzy Charges at 1 Frenzy charge will never use that charge to remove its cooldown.
Maximum charges will take priority over minimum charges (Ex. With -2 to maximum charges and +2 to minimum charges, you will have 1 charge).
Totems
Totems are able to gain Endurance charges but not Frenzy and Power charges. Since these charges would not have any effect on totems, the maximum Frenzy and Power charges on totems is zero. However, Frenzy and Power charges on the owner of the totems can affect the skills used by totems since their values are based on the user's stats.
Effects on Characters
Endurance charges:
- +4% to all Elemental Resistances per Endurance Charge
- 4% additional Physical Damage Reduction per Endurance Charge
Frenzy charges:
- 4% increased Attack Speed per Frenzy Charge
- 4% increased Cast Speed per Frenzy Charge
- 4% more Damage per Frenzy Charge
Power charges:
- 40% increased Critical Strike Chance per Power Charge
Effects on Monsters and Minions
The effects of charges on monsters and minions differ from their effects on players.
Endurance charges:
- +15% to all Elemental Resistances per Endurance Charge
- 15% additional Physical Damage Reduction per Endurance Charge
Frenzy charges:
- 15% increased Attack Speed per Frenzy Charge
- 15% increased Cast Speed per Frenzy Charge
- 4% more Damage per Frenzy Charge
- 5% increased Movement Speed per Frenzy Charge
Power charges:
- 200% increased Critical Strike Chance per Power Charge
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