Ascendancy Classes /7 ⍟
Ascendancy passives /142 ⍟
Icon | Name |
---|---|
Unstoppable Notable 10% increased Movement Speed Cannot be Stunned Action Speed cannot be modified to below base value Movement Speed cannot be modified to below base value | |
Unbreakable Notable Armour received from 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 grant 10 Rage per 5 Power if you have less than 25 Rage Warcries Sacrifice 10 Rage if you have at least 25 Rage Exerted Attacks deal 50% more Attack Damage if a Warcry Sacrificed Rage Recently (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 Totems are Immune to Fire Damage Enemies near your Totems deal 8% less Damage Enemies near your Totems take 16% increased Physical and Fire Damage 25% increased Area of Effect while you have a Totem | |
Ngamahu, Flame's Advance Notable 50% of Physical Damage Converted to Fire Damage Every 10 seconds, gain 100% of Physical Damage as Extra Fire Damage for 4 seconds | |
Hinekora, Death's Fury Notable 1% of Fire Damage Leeched as Life Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit 10% increased Strength (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken) | |
Tasalio, Cleansing Water Notable +100% to Fire Resistance 20% of Physical Damage from Hits taken as Fire Damage 20% increased Life Recovery Rate if you've taken Fire Damage from an Enemy Hit Recently Unaffected by Ignite (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) (Recently refers to the past 4 seconds) | |
Tukohama, War's Herald Notable 2% of Damage dealt by your Totems is Leeched to you as Life 100% increased Effect of Buffs your Ancestor Totems grant while Active Ancestor Totems have 100% increased Activation range (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) | |
Tawhoa, Forest's Strength Notable Trigger Level 20 Tawhoa's Chosen when you Attack with a Non-Vaal Slam Skill near an Enemy | |
Ramako, Sun's Light Notable +25% to Fire Damage over Time Multiplier 25% chance to Ignite Damage Penetrates 15% Fire Resistance (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
Valako, Storm's Embrace Notable Regenerate 0.5% of Life per second per Endurance Charge 15% more Damage if you've lost an Endurance Charge in the past 8 seconds Gain 1 Endurance Charge every second if you've used a Warcry Recently +1 to Maximum Endurance Charges (Recently refers to the past 4 seconds) | |
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 +2 to maximum number of Summoned Mirage Archers Cannot Summon Mirage Archers while near your Mirage Archers | |
Wind Ward Notable 3% less Damage taken per Gale Force Lose all Gale Force when Hit | |
Nature's Adrenaline Notable 15% increased Movement Speed during any Flask Effect 20% increased Attack Speed during any Flask Effect | |
Master Surgeon Notable Removes Bleeding when you use a Flask Removes Corrupted Blood when you use a Flask Gain a Flask Charge when you deal a Critical Strike Recover 6% of Life when you use a Flask | |
Nature's Boon Notable Flasks gain 3 Charges every 3 seconds 20% chance for Flasks you use to not consume Charges | |
Master Alchemist Notable Magic Utility Flasks applied to you have 20% increased Effect Removes Elemental Ailments when you use a Flask (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Veteran Bowyer Notable Gain 15% of Physical Damage as Extra Damage of a random Element Damage Penetrates 10% Elemental Resistances Enemies you Kill that are affected by Elemental Ailments grant 100% increased Flask Charges (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Nature's Reprisal Notable 40% of Physical Damage Converted to Chaos Damage 15% more Chaos Damage with Attack Skills Chaos Skills have 30% increased Area of Effect | |
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 Regenerate 2% of Energy Shield per second for each Enemy you or your Minions have Killed Recently, up to 10% per second Cannot Be Stunned while you have Energy Shield (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, 33% chance to Freeze nearby Chilled Unique Enemies for 0.6 seconds Every 4 seconds, Freeze nearby Chilled Non-Unique Enemies for 0.6 seconds (Freeze lowers Enemy Action Speed to zero, preventing them from acting) 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 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 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 | |
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 20% increased Attack Speed while Leeching Cannot be Stunned 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 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 25% chance to gain a Challenger Charge when you Hit a Rare or Unique Enemy while in Blood Stance Gain a Challenger Charge when you Kill an Enemy while in Sand Stance +10 to Maximum Challenger Charges | |
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 50% increased Effect of Arcane Surge on you Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell (Arcane Surge grants 10% more Spell Damage 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 80% reduced Effect of Curses on you Every 4 seconds, Regenerate 30% of Life over one second | |
Radiant Faith Notable Grants Armour equal to 160% of your Reserved Life to you and nearby Allies Grants maximum Energy Shield equal to 10% of your Reserved Mana to you and nearby Allies | |
Bastion of Hope Notable +50% Chance to Block Attack Damage for 2 seconds every 5 seconds If you've Blocked in the past 10 seconds, you and nearby Allies cannot be Stunned If you've Attacked Recently, you and nearby Allies have +10% Chance to Block Attack Damage If you've Cast a Spell Recently, you and nearby Allies have +10% Chance to Block Spell Damage (Recently refers to the past 4 seconds) | |
Harmony of Purpose Notable Nearby Enemies cannot gain Power, Frenzy or Endurance Charges You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other 20% chance to gain a Power, Frenzy or Endurance Charge on Hit | |
Unwavering Faith Notable Auras from your Skills grant +1% Physical Damage Reduction to you and Allies Auras from your Skills grant 0.2% of Life Regenerated per second to you and Allies (Auras can only grant bonuses to things they affect) | |
Radiant Crusade Notable +20% to all Elemental Resistances While there are at least five nearby Allies, you and nearby Allies have Onslaught While there is at least one nearby Ally, you and nearby Allies deal 10% more Damage (Onslaught grants 20% increased Attack, Cast, and Movement Speed) | |
Unwavering Crusade Notable Nearby Allies have 20% increased Attack, Cast and Movement Speed Nearby Allies have 30% increased Area of Effect Nearby Allies Intimidate Enemies for 4 seconds on Hit Nearby Allies Unnerve Enemies for 4 seconds on Hit (Intimidated enemies take 10% increased Attack Damage) (Unnerved enemies take 10% increased Spell Damage) | |
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 +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 Critical Strikes have Culling Strike (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 Damage from your Critical Strikes cannot be Reflected 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 | |
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 Helmet +1 to maximum Energy Shield per 6 Evasion Rating on 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 Immune to Ignite and Shock 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 (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 | |
Bomb Specialist Notable You gain 5% increased Area of Effect for each Mine 25% increased Mine Throwing Speed if you Detonated Mines Recently Mines have 25% increased Detonation Speed (Recently refers to the past 4 seconds) | |
Perfect Crime Notable You gain 10% increased Damage for each Trap 25% Chance for Traps to Trigger an additional time 25% reduced Cost of Skills that throw Traps | |
Demolitions Specialist Notable 150% increased Effect of Auras from Mines Mines Hinder Enemies near them for 2 seconds when they Land, reducing Movement Speed by 40% (Hinder reduces movement speed) | |
Chain Reaction Notable 50% increased Cooldown Recovery Rate for throwing Traps Skills used by Traps have 50% increased Area of Effect When your Traps Trigger, your nearby Traps also Trigger | |
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 PanelAscendancy 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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