Ascendancy passives /143 ⍟
IconName
Unstoppable
Notable
10% increased Movement Speed
Cannot be Stunned
Movement Speed cannot be modified to below base value
Action Speed cannot be modified to below base value
Unbreakable
Notable
Armour from Equipped Body Armour is doubled
8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits
Unyielding
Notable
8% increased Damage per Endurance Charge
6% increased Area of Effect per Endurance Charge
25% chance to gain an Endurance Charge when you Stun an Enemy
10% increased Stun Duration on Enemies per Endurance Charge
Undeniable
Notable
+500 to Accuracy Rating
1% increased Attack Speed per 150 Accuracy Rating
Gain Accuracy Rating equal to twice your Strength
Unflinching
Notable
30% chance to gain an Endurance Charge when you are Hit
25% chance that if you would gain Endurance Charges, you instead gain up to maximum Endurance Charges
Gain 1 Endurance Charge every second if you've been Hit Recently
+1 to Maximum Endurance Charges
(Recently refers to the past 4 seconds)
Unrelenting
Notable
1% additional Physical Damage Reduction per Endurance Charge
8% reduced Elemental Damage taken while at Maximum Endurance Charges
+4% to Chaos Resistance per Endurance Charge
Untiring
Notable
40% increased Life Regeneration rate
1.5% of Physical Damage prevented from Hits in the past
10 seconds is Regenerated as Life per second
War Bringer
Notable
Warcries Sacrifice 10 Rage if you have at least 25 Rage
Exerted Attacks deal 50% more Attack Damage if a Warcry Sacrificed Rage Recently
Warcries grant 10 Rage per 5 Power if you have less than 25 Rage
(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)

(Recently refers to the past 4 seconds)
Rite of Ruin
Notable
Lose 0.1% of Life per second per Rage while you are not losing Rage
Inherent effects from having Rage are Tripled
Cannot be Stunned while you have at least 25 Rage
(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)
Defy Pain
Notable
Gain Defiance for 10 seconds on losing Life to an Enemy Hit, no more than once every 0.3 seconds
25% increased Armour per Defiance
50% increased Maximum total Life Recovery per second from Leech while you have Defiance
At 10 Defiance, take Reflected Physical Damage equal to maximum Life, then lose all Defiance
Flawless Savagery
Notable
Adds 20 to 30 Physical Damage if you've dealt a Critical Strike Recently
50% increased Critical Strike Chance
+25% to Critical Strike Multiplier
(Recently refers to the past 4 seconds)
Crave the Slaughter
Notable
Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds
+10 to Maximum Rage
(Inherent effects from having Rage are:
1% increased Attack Damage per 1 Rage
1% increased Attack Speed per 2 Rage
1% increased Movement Speed per 5 Rage)
Aspect of Carnage
Notable
10% increased Damage taken
40% more Damage
Blitz
Notable
2% more Attack Speed per Blitz Charge
8% reduced Critical Strike Chance per Blitz Charge
Gain a Blitz Charge on Critical Strike
+20 to Maximum Blitz Charges
(Blitz Charges have a base Duration of 5 seconds)
Arohongui, Moon's Presence
Notable
Recoup 25% of Damage Taken by your Totems as Life
Totems Regenerate 1 Life per second per 4 of your Life Recovery per second from Regeneration
Totems Taunt Enemies around them for 4 seconds when Summoned
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
Ngamahu, Flame's Advance
Notable
Non-Unique Jewels cause Increases and Reductions to other Damage Types in a Large Radius to be Transformed to apply to Fire Damage
Non-Unique Jewels cause Small and Notable Passive Skills in a Large Radius to
also grant +3 to Strength
(Passive Skills that are not Notable, Masteries, Keystones, or Jewel Sockets are Small)
Hinekora, Death's Fury
Notable
Enemies you Kill have 5% chance to Explode, dealing 500% of their maximum Life as Fire Damage
Tasalio, Cleansing Water
Notable
Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value
Unaffected by Ignite
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Tukohama, War's Herald
Notable
Skills from Equipped Body Armour are Supported by Level 30 Ancestral Call
Skills from Equipped Body Armour are Supported by Level 20 Fist of War
Tawhoa, Forest's Strength
Notable
Trigger Level 20 Tawhoa's Chosen when you Attack with
a Non-Vaal Slam or Strike Skill near an Enemy
Ramako, Sun's Light
Notable
Nearby Enemy Monsters' Fire Resistance against
Damage over Time is -20% while you are Stationary
Nearby Enemy Monsters have no Fire Resistance against
Damage over Time while you are Stationary
Valako, Storm's Embrace
Notable
Modifiers to Maximum Fire Resistance also apply to Maximum Cold and Lightning Resistances
Way of the Poacher
Notable
20% chance to gain a Frenzy Charge on Kill
20% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy
+1 to Maximum Frenzy Charges
Avatar of the Slaughter
Notable
10% increased Evasion Rating per Frenzy Charge
4% increased Movement Speed per Frenzy Charge
4% increased Attack Speed per Frenzy Charge
10% increased Attack Damage per Frenzy Charge
Rapid Assault
Notable
Onslaught
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Avatar of the Chase
Notable
100% increased Effect of Onslaught on you
10% more chance to Evade Attacks during Onslaught
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
Quartz Infusion
Notable
+40% chance to Suppress Spell Damage
Phasing
(While you have Phasing, your movement is not blocked by Enemies)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Avatar of the Veil
Notable
50% chance to Avoid Elemental Ailments while Phasing
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Focal Point
Notable
75% increased Effect of your Marks
25% less Damage taken from other Enemies near your Marked Enemy
Your Mark Transfers to another Enemy when Marked Enemy dies
Ricochet
Notable
Skills Chain +1 times
Projectiles have 30% chance to be able to Chain when colliding with terrain
Endless Munitions
Notable
Skills fire 2 additional Projectiles
Far Shot
Notable
Far Shot
Projectile Barrages have no spread
(Projectile Attack Hits deal 20% less Damage to targets at the start of their movement, dealing up to 60% more Damage to targets as the projectile travels farther)
Rupturing
Notable
Critical Strikes which inflict Bleeding also inflict Rupture
(Targets take 25% more Damage from Bleeding, and Bleeding on them expires 25% more quickly, per Rupture affecting them. Up to 3 Ruptures can affect a target, lasting 3 seconds each)
Gathering Winds
Notable
Gain 1 Gale Force when you use a Skill
15% increased Effect of Tailwind on you per Gale Force
(Each instance of Gale Force lasts 4 seconds. Maximum 10 Gale Force)
You and nearby Allies have Tailwind
(Tailwind increases Action Speed by 8%)
Occupying Force
Notable
Mirage Archers are not attached to you
Cannot Summon Mirage Archers while near your Mirage Archers
+2 to maximum number of Summoned Mirage Archers
Wind Ward
Notable
3% less Damage taken per Gale Force
Lose all Gale Force when Hit
Nature's Adrenaline
Notable
Flasks gain 3 Charges every 3 seconds
Master Surgeon
Notable
Life Flask Effects are not removed when Unreserved Life is Filled
Life Flask Effects do not Queue
50% less Life Recovery from Flasks
Nature's Boon
Notable
Magic Utility Flasks applied to you have 30% increased Effect
Master Alchemist
Notable
Removes Elemental Ailments when you use a Flask
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Master Distiller
Notable
Grant bonuses to Non-Channelling Skills you use by consuming 3 Charges from a Flask of
each of the following types, if possible:
If Diamond Flask Charges are consumed, 150% increased Critical Strike Chance
If Bismuth Flask Charges are consumed, Penetrate 20% Elemental Resistances
If Amethyst Flask Charges are consumed, 25% of Physical Damage as Extra Chaos Damage
Nature's Reprisal
Notable
25% chance to inflict Withered for 2 seconds on Hit
50% increased Effect of Withered
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Master Toxicist
Notable
When you kill a Poisoned Enemy during any Flask Effect, nearby Enemies are Poisoned
Poisons you inflict during any Flask Effect have 20% chance to deal 100% more Damage
Profane Bloom
Notable
Cursed Enemies you or your Minions Kill have a 50% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Unholy Authority
Notable
You can apply an additional Curse
Your Hexes can affect Hexproof Enemies
Vile Bastion
Notable
Regenerate 40 Energy Shield per second
Cannot Be Stunned while you have Energy Shield
Regenerate 2% of Energy Shield per second for each
Enemy you or your Minions have Killed Recently, up to 10% per second
(Recently refers to the past 4 seconds)
Void Beacon
Notable
Nearby Enemies have -20% to Cold Resistance
Nearby Enemies have -20% to Chaos Resistance
Nearby Enemies have 100% reduced Life Regeneration rate
Forbidden Power
Notable
6% increased Area of Effect per Power Charge
6% increased Damage per Power Charge
Gain a Power Charge after Spending a total of 200 Mana
+1 to Maximum Power Charges
Withering Presence
Notable
+60% to Chaos Resistance
15% more Chaos Damage
Every second, inflict Withered on nearby Enemies for 15 seconds
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Nearby Hindered Enemies deal 15% reduced Damage over Time
Frigid Wake
Notable
Cannot be Chilled
Cannot be Frozen
15% more Cold Damage
Every 4 seconds, 50% chance to Freeze nearby Non-Frozen Enemies for 0.4 seconds
Nearby Chilled Enemies deal 10% reduced Damage with Hits
Liege of the Primordial
Notable
100% increased Effect of Buffs granted by your Golems
Summoned Golems are Resummoned 4 seconds after being Killed
+1 to maximum number of Summoned Golems
Mastermind of Discord
Notable
Exposure you inflict applies an extra -25% to the affected Resistance
Regenerate 1% of Mana per second if you've inflicted Exposure Recently
(Recently refers to the past 4 seconds)
Heart of Destruction
Notable
Gain Convergence when you Hit a Unique Enemy, no more than once every 8 seconds
60% increased Area of Effect while you don't have Convergence
(Convergence grants 30% more Elemental Damage and lasts 4 seconds)
Bastion of Elements
Notable
Triggers Level 20 Primal Aegis when Allocated
Primal Aegis can take 75 Elemental Damage per Allocated Notable Passive Skill
Other Aegis Skills are Disabled
Cannot take Reflected Elemental Damage
Elemancer
Notable
Summoned Golems are Immune to Elemental Damage
25% increased Effect of Buffs granted by your Golems per Summoned Golem
+1 to maximum number of Summoned Golems
Shaper of Flames
Notable
Hits always Ignite
All Damage can Ignite
25% more Damage with Ignites you inflict with Hits for which the highest Damage Type is Fire
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Shaper of Storms
Notable
Hits always Shock
Shocks from your Hits always increase Damage taken by at least 15%
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Lightning Ailments are Shocked and Sapped)
Shaper of Winter
Notable
All Damage with Hits can Chill
Chills from your Hits always reduce Action Speed by at least 15%
50% more Effect of Cold Ailments you inflict with Hits for which the highest Damage Type is Cold
Your Chills can reduce Action Speed by up to a maximum of 40%
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
(Cold Ailments are Chilled, Frozen and Brittle)
Mindless Aggression
Notable
Minions have 10% increased Movement Speed
Minions deal 30% increased Damage
Minions have 10% increased Attack Speed
Minions have 10% increased Cast Speed
Unnatural Strength
Notable
Minions have Unholy Might
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
Bone Barrier
Notable
Grants Level 20 Bone Armour Skill
1% additional Physical Damage Reduction per Minion, up to 10%
2% increased Recovery Rate of Life and Energy Shield per Minion, up to 20%
Minions have 20% more Maximum Life
Mistress of Sacrifice
Notable
Your Offering Skills also affect you
Your Offerings have 50% reduced Effect on you
40% increased Skill Effect Duration
Essence Glutton
Notable
Regenerate 8% of Energy Shield over 2 seconds when you Consume a corpse
Regenerate 4% of Mana over 2 seconds when you Consume a corpse
For each nearby corpse, you and nearby Allies Regenerate 0.2% of Energy Shield per second, up to 2.0% per second
For each nearby corpse, you and nearby Allies Regenerate 5 Mana
per second, up to 50 per second
Commander of Darkness
Notable
Auras from your Skills grant 3% increased Attack and Cast
Speed to you and Allies
You and nearby Allies deal 30% increased Damage
You and nearby Allies have +30% to Elemental Resistances
(Auras can only grant bonuses to things they affect)
Plaguebringer
Notable
If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect
With at least one nearby corpse, you and nearby Allies deal 10% more Damage
With at least one nearby corpse, nearby Enemies deal 10% reduced Damage
(Recently refers to the past 4 seconds)
Corpse Pact
Notable
2% increased Attack and Cast Speed for each corpse Consumed Recently, up to a maximum of 200%
Enemies near corpses you Spawned Recently are Chilled and Shocked
(Recently refers to the past 4 seconds)
(Killing an Enemy is not Spawning a corpse)
(Shock increases Damage taken by 15%)
(Chill reduces Enemy Action Speed by 10%)
Headsman
Notable
Kill Enemies that have 20% or lower Life when Hit by your Skills
Gain 10% increased Attack Speed for 20 seconds when you Kill a Rare or Unique Enemy
Gain 10% increased Movement Speed for 20 seconds when you Kill an Enemy
Overwhelm
Notable
Base Critical Strike Chance for Attacks with Weapons is 8%
+10% to Critical Strike Multiplier per Nearby Enemy, up to +100%
Nearby Enemies have -30% to Critical Strike Multiplier
Bane of Legends
Notable
10% more Damage if you've Killed Recently
Cannot take Reflected Physical Damage
20% more Damage with Hits and Ailments against Unique Enemies
(Recently refers to the past 4 seconds)
Endless Hunger
Notable
20% of Overkill Damage is Leeched as Life
Cannot be Stunned while Leeching
20% increased Attack Speed while Leeching
You are Unaffected by Bleeding while Leeching
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Overkill Damage is any Damage from a Hit in excess of the Enemy's remaining Life)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Brutal Fervour
Notable
100% increased Maximum Recovery per Life Leech
Life Leech effects are not removed when Unreserved Life is Filled
10% reduced Damage taken while Leeching
Impact
Notable
50% increased Global Accuracy Rating
+4 metres to Melee Strike Range
5% increased Area of Effect per Enemy killed recently, up to 50%
Deal up to 15% more Melee Damage to Enemies, based on proximity
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Recently refers to the past 4 seconds)
Masterful Form
Notable
Your Maximum Endurance Charges is equal to your Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
Gratuitous Violence
Notable
Bleeding Enemies you Kill Explode, dealing 10% of
their Maximum Life as Physical Damage
20% more Physical Damage over Time
Blood in the Eyes
Notable
Attacks have 50% chance to cause Bleeding
Attacks Maim on Hit against Bleeding Enemies
25% chance to Blind with Hits against Bleeding Enemies
Enemies Maimed by you take 10% increased Physical Damage
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Maimed enemies have 30% reduced Movement Speed)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Outmatch and Outlast
Notable
25% chance to gain a Frenzy Charge on Kill with Main Hand
25% chance to gain an Endurance Charge on Kill with Off Hand
10% more Physical Damage while at maximum Frenzy Charges
10% reduced Physical Damage taken while at maximum Endurance Charges
Painforged
Notable
+10% Chance to Block Attack Damage
Cannot be Stunned by Hits you Block
Your Counterattacks deal Double Damage
(Attacks that Trigger when you are Hit are Counterattacks)
Violent Retaliation
Notable
Attack Damage is Lucky if you've Blocked in the past 20 seconds
Hits ignore Enemy Monster Physical Damage Reduction if you've Blocked in the past 20 seconds
(Lucky things are rolled twice and the best result used)
Reigning Veteran
Notable
+10% to maximum Chance to Block Attack Damage
+10 to Armour and Evasion Rating per 1% Chance to Block Attack Damage
Arena Challenger
Notable
2% more Attack and Movement Speed per Challenger Charge
Gain a Challenger Charge when you Kill an Enemy while in Sand Stance
25% chance to gain a Challenger Charge when you Hit a Rare or Unique Enemy while in Blood Stance
+10 to Maximum Challenger Charges
(You are in Blood Stance by default)
Fortitude
Notable
You have 20 Fortification
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
Players take 1% less Damage from Hits per Fortification.
Unstoppable Hero
Notable
20% increased Attack Speed while Fortified
+500 to Armour and Evasion Rating while Fortified
Cannot be Stunned while Fortified
Conqueror
Notable
100% chance to Taunt on Hit
10% reduced Damage taken if you've Taunted an Enemy Recently
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Worthy Foe
Notable
Enemies Taunted by you take 20% increased Damage
Enemies Taunted by you cannot Evade Attacks
Inspirational
Notable
30% increased effect of Non-Curse Auras from your Skills
You and Allies affected by your placed Banners Regenerate 0.1% of
Life per second for each Stage
Banner Skills have no Reservation
When you create a Banner, it gains 40% of the Stages of your placed Banner
First to Strike, Last to Fall
Notable
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Recover 25% of Life when you gain Adrenaline
Remove all Ailments and Burning when you gain Adrenaline
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Master of Metal
Notable
Impales you inflict last 1 additional Hit
If you've Impaled an Enemy Recently, you
and nearby Allies have +1000 to Armour
You and nearby Allies deal 6 to 12 added Physical Damage for
each Impale on Enemy
Righteous Providence
Notable
1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower
+50 to Strength and Intelligence
Inevitable Judgement
Notable
Critical Strikes ignore Enemy Monster Elemental Resistances
Non-Critical Strikes Penetrate 10% of Enemy Elemental Resistances
Augury of Penitence
Notable
Nearby Enemies deal 8% less Elemental Damage
Nearby Enemies take 16% increased Elemental Damage
Sanctuary
Notable
Consecrated Ground you create applies 15% increased Damage taken to Enemies
You have Consecrated Ground around you while stationary
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
Pious Path
Notable
Consecrated Ground you create causes Life Regeneration to
also Recover Energy Shield for you and Allies
Effects of Consecrated Ground you create Linger for 4 seconds
(The effects of the ground still apply to you, allies or enemies after leaving its area)
Instruments of Zeal
Notable
Gain Fanaticism for 4 seconds on reaching Maximum Fanatic Charges
Gain 1 Fanatic Charge every second if you've Attacked in the past second
Lose all Fanatic Charges on reaching Maximum Fanatic Charges
+4 to Maximum Fanatic Charges
(Fanaticism grants Spells you Cast yourself 75% more Cast Speed, 75% reduced Cost and 75% increased Area of Effect)
Instruments of Virtue
Notable
10% more Attack Damage for each Non-Instant Spell you've Cast in the past 8 seconds, up to a maximum of 30%
Battlemage
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
Divine Guidance
Notable
30% increased maximum Mana
10% of Damage is taken from Mana before Life
Transfiguration of Mind
(Increases and Reductions to Maximum Mana also apply to Damage at 30% of their value)
Sanctuary of Thought
Notable
Gain 20% of Maximum Mana as Extra Maximum Energy Shield
25% increased Mana Reservation Efficiency of Skills
1% increased Area of Effect per 50 Unreserved Maximum Mana, up to 100%
50% less Mana Cost of Skills
Pursuit of Faith
Notable
100% increased Totem Duration
+1 to maximum number of Summoned Totems
100% increased Totem Placement speed
Ritual of Awakening
Notable
5% more Damage per Summoned Totem
Regenerate 0.5% of Mana per second for each Summoned Totem
You and your Totems Regenerate 1% of Life per second for each Summoned Totem
Conviction of Power
Notable
+4 to Minimum Endurance Charges
+4 to Minimum Power Charges
+1 to Maximum Power Charges and Maximum Endurance Charges
Illuminated Devotion
Notable
Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge
30% increased Area of Effect while you have Arcane Surge
0.5% of Spell Damage Leeched as Life while you have Arcane Surge
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Arcane Blessing
Notable
Arcane Surge grants 20% more Spell Damage to you
Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell
(Arcane Surge grants 10% increased Cast Speed and 30% increased Mana Regeneration rate, for 4 seconds)
Sign of Purpose
Notable
Brands have 100% more Activation Frequency if 75% of Attached Duration expired
Brand Recall has 100% increased Cooldown Recovery Rate
Time of Need
Notable
Every 4 seconds, Regenerate 100% of Life over one second
Every 4 seconds, remove Curses and Elemental Ailments from you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Radiant Faith
Notable
Grants maximum Energy Shield equal to 10% of your Reserved Mana to
you and nearby Allies
Grants Armour equal to 25% of your Reserved Mana to you and nearby Allies
Bastion of Hope
Notable
If you've Attacked Recently, you and nearby Allies have +25% Chance to Block Attack Damage
If you've Cast a Spell Recently, you and nearby Allies have +25% Chance to Block Spell Damage
(Recently refers to the past 4 seconds)
Harmony of Purpose
Notable
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
Enemies in your Link Beams have -20% to all Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Unwavering Faith
Notable
Auras from your Skills grant 5% increased Recovery Rate of Life,
Mana and Energy Shield to you and Allies
(Auras can only grant bonuses to things they affect)
Radiant Crusade
Notable
Grants Level 20 Summon Sentinel of Radiance Skill
20% of Damage from Hits is taken from your Sentinel of Radiance's Life before you
Unwavering Crusade
Notable
25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy
Unstable Infusion
Notable
10% chance to gain a Power Charge on Critical Strike
20% chance to gain a Power Charge on Non-Critical Strike
+1 to Maximum Power Charges
Deadly Infusion
Notable
+5% to Critical Strike Multiplier per Power Charge
+1.5% Critical Strike Chance while at maximum Power Charges
Ambush and Assassinate
Notable
15% more Damage with Hits and Ailments against Enemies that are on Low Life
Critical Strikes have Culling Strike
+40% to Critical Strike Multiplier against Enemies that are on Full Life
100% more Critical Strike Chance against Enemies that are on Full Life
100% more Critical Strike Chance against Enemies that are on Low Life
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(You are on Low Life if you have 50% of your Maximum Life or less)
Opportunistic
Notable
25% more Damage while there is at most one Rare or Unique Enemy nearby
20% reduced Damage taken while there are at least two Rare or Unique Enemies nearby
Damage from your Critical Strikes cannot be Reflected
Toxic Delivery
Notable
Poison you inflict with Critical Strikes deals 25% more Damage
+0.5% to Critical Strike Chance per Poison affecting Enemy, up to +2.0%
Noxious Strike
Notable
40% chance to Poison on Hit
5% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100%
Recover 0.5% of Life per Poison affecting Enemies you Kill
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Recently refers to the past 4 seconds)
Mistwalker
Notable
Gain Elusive on Critical Strike
50% increased Elusive Effect
You take no Extra Damage from Critical Strikes while 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)
Swift Killer
Notable
200% increased Charge Duration
+2 to Maximum Frenzy Charges
Polymath
Notable
3% more Damage for each different type of Mastery you have Allocated
Recover 1% of Life on Kill for each different type of Mastery you have Allocated
Recover 1% of Energy Shield on Kill for each different type of Mastery you have Allocated
Recover 1% of Mana on Kill for each different type of Mastery you have Allocated
Heartstopper
Notable
Every 10 seconds:
Take 40% less Damage from Hits for 5 seconds
Take 40% less Damage over Time for 5 seconds
(These are consecutive)
trickster damage over time taken +% final [-40]
trickster hit damage taken +% final [-40]
Escape Artist
Notable
+5 to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet
+1 to maximum Energy Shield per 6 Evasion Rating on Equipped Body Armour
Spellbreaker
Notable
+20% chance to Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage while on Full Energy Shield
50% chance for Energy Shield Recharge to start when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
One Step Ahead
Notable
Your Action Speed is at least 108% of base value
Nearby Enemy Monsters' Action Speed is at most 92% of base value
Pyromaniac
Notable
Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second
Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second
Immune to Ignite and Shock
(Recently refers to the past 4 seconds)
Born in the Shadows
Notable
Cannot be Blinded
15% reduced Damage taken from Blinded Enemies
Nearby Enemies are Blinded
Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
Explosives Expert
Notable
+40% to Critical Strike Multiplier against Burning Enemies
80% increased Critical Strike Chance against Shocked Enemies
Damage Penetrates 10% Elemental Resistances against Chilled Enemies
Like Clockwork
Notable
30% increased Cooldown Recovery Rate
Nearby Enemies have 10% reduced Cooldown Recovery Rate
Perfect Crime
Notable
Triggers Level 20 Summon Triggerbots when Allocated
35% less Damage with Triggered Spells
Demolitions Specialist
Notable
150% increased Effect of Auras from Mines
Mines Hinder Enemies near them for 2 seconds when they Land
(Hinder reduces movement speed by 30%)
Chain Reaction
Notable
Skills used by Traps have 50% increased Area of Effect
When your Traps Trigger, your nearby Traps also Trigger
Bomb Specialist
Notable
Hits have 20% chance to deal 50% more Area Damage
20% chance to take 50% less Area Damage from Hits
Path of the Ranger
Notable
Can Allocate Passives from the Ranger's starting point
Path of the Witch
Notable
Can Allocate Passives from the Witch's starting point
Path of the Marauder
Notable
Can Allocate Passives from the Marauder's starting point
Path of the Duelist
Notable
Can Allocate Passives from the Duelist's starting point
Path of the Shadow
Notable
Can Allocate Passives from the Shadow's starting point
Path of the Templar
Notable
Can Allocate Passives from the Templar's starting point
Marauder Ascendancy
Notable
Ranger Ascendancy
Notable
Witch Ascendancy
Notable
Duelist Ascendancy
Notable
Templar Ascendancy
Notable
Shadow Ascendancy
Notable
Soul Drinker
Notable
2% of Damage Leeched as Energy Shield
20% increased Attack and Cast Speed while Leeching Energy Shield
Energy Shield Leech effects are not removed when Energy Shield is Filled
(Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Ascendancy Classes The Help Panel

Ascendancy Classes The Help Panel

Ascendancy Classes

Although any class in Path of Exile can eventually reach any passive skill on the passive skill tree, each class has their own distinct set of Ascendancy classes. A Witch can, for example, eventually become an Elementalist, but a Templar cannot. You can unlock your Ascendancy class by completing the Labyrinth and using the Altar of Ascendancy in the final room. Higher-tier Labyrinths then grant two more Ascendancy points when you reach the Altar of Ascendancy, for a total of 8 points.

Once you've chosen your Ascendancy, you can change it by returning to the Labyrinth, refunding any allocated Ascendancy points (Refunding an Ascendancy point costs five refund points each), and selecting a new class at the Altar of Ascendancy.

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Ascendancy class

Ascendancy classes are subclasses that grant an access to an Ascendancy skill tree specific for the character class chosen.

Overview

Choosing an Ascendancy class after completing the Labyrinth for the first time allows the player to gain access to a new Ascendancy skill tree specific for the class chosen. Each character class comes with three associated Ascendancy classes (except for Scion, who only has one) for a total of 19 Ascendancy classes.

The first time the player completes a version of the Labyrinth, the player will receive two Ascendancy skill points to allocate in the ascendancy skill tree. The first three Labyrinths can be unlocked via playing through the Acts, resulting in six Ascendancy skill points. Two more skill points are unlocked when the Eternal Labyrinth, which is unlocked post-game via Maps, is completed, which means players can spend a total of eight Ascendancy skill points.

Ascendancy skill tree

The Ascendancy skill tree is a small skill tree that a character has access to when the Labyrinth has been completed. Each Ascendancy class has its own tree. It functions similarly to the larger passive skill tree; the player earns Ascendancy skill points, which can be spent on allocating nodes granting passive bonuses. The Ascendancy skill tree is shown on the regular passive skill tree, in a tab near the character's starting location.

Layout

Ascendancy passive skills are significantly more powerful than regular passive skills, and will heavily impact the way a character is played. A character can only spend a maximum of eight points on the tree; however, the last two points are not available until significantly later when end-game maps can be cleared. The skill trees - aside from the Ascendant's - also follow a certain format. Most classes have 12 to 16 passive skills in each tree, and each potent "notable" skill is gated by generic, lesser node, so it takes two points to reach them. Certain notables require the player to allocate another notable first, so they take up four points. A character will only be able to have one four-pointer skill until the Eternal Labyrinth is cleared.

The Ascendant follows a different format: each Ascendancy Class passive takes 3 point to reach, gated by an attribute passive then a free skill point, and obtaining a second starting point (plus two skill points) requires 5 points to reach, which is gated by a free skill point. After clearing the Merciless Labyrinth, the Ascendant can have either 2 Ascendancy Class passives or 1 Ascendancy Class passive and its base class's starting point. After clearing the Eternal Labyrinth, the Ascendant can have two Ascendancy Class skills plus one class's starting point, which results in 5 free skill points. The Ascendant can choose not to take a second starting point and take an attribute skill and a skill point instead, but this is not recommended as two free skill points is almost always worth more than attributes. Consequently, the Ascendant does not reach a power spike until completing the Cruel Labyrinth and cannot start allocating points from another class's starting point until completing the Merciless Labyrinth.

Refunding

Refunding one Ascendancy skill point requires five regular refund points. When all points are refunded, use the Altar of Ascendancy in the Labyrinth treasure room in any difficulty to select a new Ascendancy class.

Classes


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