Ascendancy passives /300
Ascendancy: Juggernaut
Character: Marauder
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
Ascendancy: Juggernaut
Character: Marauder
Armour from Equipped Body Armour is doubled
15% of Armour also applies to Chaos Damage taken from Hits
Ascendancy: Juggernaut
Character: Marauder
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
Ascendancy: Juggernaut
Character: Marauder
+500 to Accuracy Rating
1% increased Attack Speed per 150 Accuracy Rating
Gain Accuracy Rating equal to twice your Strength
Ascendancy: Juggernaut
Character: Marauder
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)
Ascendancy: Juggernaut
Character: Marauder
1% additional Physical Damage Reduction per Endurance Charge
1% additional Elemental Damage Reduction per Endurance Charge
Ascendancy: Juggernaut
Character: Marauder
40% increased Life Regeneration rate
1.5% of Physical Damage prevented from Hits in the past
10 seconds is Regenerated as Life per second
Ascendancy: Berserker
Character: Marauder
Warcries Exert twice as many Attacks
Ascendancy: Berserker
Character: Marauder
Lose 0.1% of Life per second per Rage while you are not losing Rage
50% increased Rage Effect
(Every Rage has an inherent effect of 1% more Attack Damage, and modifiers can add extra effects to Rage)
Ascendancy: Berserker
Character: Marauder
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
Ascendancy: Berserker
Character: Marauder
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)
Ascendancy: Berserker
Character: Marauder
Every Rage also grants 1% increased Attack Speed
Inherent Rage Loss starts 2 seconds later
(This only affects the inherent loss of Rage when you haven't been Hit or gained Rage Recently)
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Ascendancy: Berserker
Character: Marauder
10% increased Damage taken
40% more Damage
Ascendancy: Berserker
Character: Marauder
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 10 seconds)
Ascendancy: Chieftain
Character: Marauder
30% increased Warcry Buff Effect
Warcries have infinite Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
Ascendancy: Chieftain
Character: Marauder
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)
Ascendancy: Chieftain
Character: Marauder
Enemies you or your Totems Kill have 5% chance to Explode, dealing 500% of their maximum Life as Fire Damage
Ascendancy: Chieftain
Character: Marauder
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)
Ascendancy: Chieftain
Character: Marauder
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
Ascendancy: Chieftain
Character: Marauder
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
Ascendancy: Chieftain
Character: Marauder
Modifiers to Maximum Fire Resistance also apply to Maximum Cold and Lightning Resistances
Ascendancy: Warden
Character: Ranger
Maximum Effect of Shock is 2% increased Damage taken
You can apply up to 50 Shocks to each Enemy
Ascendancy: Warden
Character: Ranger
Enemies you Freeze remain Frozen for at least 2 seconds
Hits that fail to Freeze due to insufficient Freeze Duration inflict Hoarfrost
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Freezes that would have a duration of 0.3 seconds or below are not inflicted)
(Hoarfrost lasts 10 seconds and can be inflicted multiple times, each refreshing the duration of existing Hoarfrost on the target. Each Hoarfost increases Freeze Duration on the target by 20%. All Hoarfrost is removed if the target is Frozen)
Ascendancy: Warden
Character: Ranger
Grants Level 20 Barkskin Skill
(Adopt the power of the forest, gradually covering your body in bark. Getting hit by enemy attacks causes bark to be removed. You take reduced damage from physical attack hits the more bark builds up, but higher chance to evade when less covered in bark)
Ascendancy: Warden
Character: Ranger
-15 Fire, Cold and Lightning Damage taken from Spell Hits per Bark
Prevent +2% of Suppressed Spell Damage per Bark below maximum
Lose 1 Bark when Hit by Enemy Spell Damage
Ascendancy: Warden
Character: Ranger
Hits that would Ignite instead Scorch
You can inflict an additional Scorch on each Enemy
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
Ascendancy: Warden
Character: Ranger
Grants Level 20 Unbound Avatar Skill
Gain 1 Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment
Cannot gain Unbound Fury while Unbound
Your Hits always inflict Freeze, Shock and Ignite while Unbound
80% more Elemental Damage while Unbound
(Unbound Avatar requires 100 Unbound Fury to use and causes you to become Unbound for 10 seconds, which has no effects beyond those listed here)
Ascendancy: Warden
Character: Ranger
You can have an additional Tincture active
Ascendancy: Warden
Character: Ranger
Tincture Effects Linger on you for 0.5 seconds per Mana Burn on you when the Tincture was deactivated, up to a maximum of 6 seconds
Tinctures applied to you have 30% less Mana Burn rate
(Tinctures periodically inflict Mana Burn on you while active)
Ascendancy: Deadeye
Character: Ranger
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
Ascendancy: Deadeye
Character: Ranger
Skills Chain +1 times
Projectiles have 30% chance to be able to Chain when colliding with terrain
Ascendancy: Deadeye
Character: Ranger
Skills fire 2 additional Projectiles
Ascendancy: Deadeye
Character: Ranger
Projectiles gain Damage as they travel farther, dealing up
to 30% more Damage with Hits and Ailments
Projectile Barrages have no spread
Ascendancy: Deadeye
Character: Ranger
5% more Accuracy Rating per Frenzy Charge
Gain a Frenzy Charge each second while Moving
+1 to Maximum Frenzy Charges
Ascendancy: Deadeye
Character: Ranger
Radius: 60
Gain 1 Gale Force when you use a Skill
10% 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%)
Ascendancy: Deadeye
Character: Ranger
Mirage Archers are not attached to you
+2 to maximum number of Summoned Mirage Archers
Cannot Summon Mirage Archers while near your Mirage Archers
Ascendancy: Deadeye
Character: Ranger
4% less Damage taken per Gale Force
Lose all Gale Force when Hit
Ascendancy: Pathfinder
Character: Ranger
Flasks gain 3 Charges every 3 seconds
Ascendancy: Pathfinder
Character: Ranger
Life Flask Effects are not removed when Unreserved Life is Filled
Life Flask Effects do not Queue
50% less Life Recovery from Flasks
Ascendancy: Pathfinder
Character: Ranger
Magic Utility Flasks applied to you have 30% increased Effect
Ascendancy: Pathfinder
Character: Ranger
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)
Ascendancy: Pathfinder
Character: Ranger
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
Ascendancy: Pathfinder
Character: Ranger
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)
Ascendancy: Pathfinder
Character: Ranger
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
Ascendancy: Occultist
Character: Witch
Cursed Enemies you or your Minions Kill have a 50% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Ascendancy: Occultist
Character: Witch
You can apply an additional Curse
Your Hexes can affect Hexproof Enemies
Ascendancy: Occultist
Character: Witch
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)
Ascendancy: Occultist
Character: Witch
Radius: 60
Nearby Enemies have -20% to Cold Resistance
Nearby Enemies have -20% to Chaos Resistance
Nearby Enemies have 100% reduced Life Regeneration rate
Ascendancy: Occultist
Character: Witch
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
Ascendancy: Occultist
Character: Witch
Radius: 60
+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
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Ascendancy: Occultist
Character: Witch
Radius: 60
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
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Ascendancy: Elementalist
Character: Witch
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
Ascendancy: Elementalist
Character: Witch
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)
Ascendancy: Elementalist
Character: Witch
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)
Ascendancy: Elementalist
Character: Witch
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
(Primal Aegis calls forth a protective aegis which takes elemental damage from hits for you until depleted. The aegis will be restored to its full value after a short delay if you stop taking elemental damage from hits, or if depleted)
Ascendancy: Elementalist
Character: Witch
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
Ascendancy: Elementalist
Character: Witch
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)
Ascendancy: Elementalist
Character: Witch
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)
Ascendancy: Elementalist
Character: Witch
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)
Ascendancy: Necromancer
Character: Witch
Minions have 20% more Maximum Life
Minions deal 10% more Damage
Ascendancy: Necromancer
Character: Witch
Minions have Unholy Might
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
Ascendancy: Necromancer
Character: Witch
1% additional Physical Damage Reduction per Minion, up to 10%
1% of Damage Dealt by your Minions is Leeched to you as Life
Minions gain 40% of Maximum Life as Extra Maximum Energy Shield
Ascendancy: Necromancer
Character: Witch
Your Offering Skills also affect you
Your Offerings have 50% reduced Effect on you
40% increased Skill Effect Duration
Ascendancy: Necromancer
Character: Witch
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 4% of Mana over 2 seconds when you Consume a corpse
Regenerate 8% of Energy Shield over 2 seconds when you Consume a corpse
Ascendancy: Necromancer
Character: Witch
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)
Ascendancy: Necromancer
Character: Witch
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)
Ascendancy: Necromancer
Character: Witch
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%)
Ascendancy: Slayer
Character: Duelist
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
Ascendancy: Slayer
Character: Duelist
Radius: 60
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
Ascendancy: Slayer
Character: Duelist
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)
Ascendancy: Slayer
Character: Duelist
20% increased Attack Speed while Leeching
20% of Overkill Damage is Leeched as Life
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)
Ascendancy: Slayer
Character: Duelist
100% increased Maximum Recovery per Life Leech
Life Leech effects are not removed when Unreserved Life is Filled
10% reduced Damage taken while Leeching
Ascendancy: Slayer
Character: Duelist
50% increased Global Accuracy Rating
+0.4 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)
Ascendancy: Slayer
Character: Duelist
Your Maximum Endurance Charges is equal to your Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
Ascendancy: Gladiator
Character: Duelist
Bleeding Enemies you Kill Explode, dealing 20% of
their Maximum Life as Physical Damage
Ascendancy: Gladiator
Character: Duelist
Bleeding you inflict is Aggravated
(Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
Ascendancy: Gladiator
Character: Duelist
25% more Accuracy Rating while wielding a Sword
20% more Area of Effect while wielding a Mace or Sceptre
20% more Critical Strike Chance while wielding a Dagger
20% of Leech is Instant while wielding a Claw
30% more Damage with Hits and Ailments against Enemies that are on Low Life while you are wielding an Axe
(Rune Daggers are considered Daggers)
(You are on Low Life if you have 50% of your Maximum Life or less)
Ascendancy: Gladiator
Character: Duelist
Gain 50% Chance to Block from Equipped Shield instead of the Shield's value
Inherent Bonuses from Dual Wielding are doubled
(Dual Wielding inherently grants +20% chance to Block Attack Damage and 10% more Attack Speed)
Ascendancy: Gladiator
Character: Duelist
Retaliation Skills become Usable for an additional 2 seconds
50% chance for used Retaliation Skills to remain Usable and not consume a Cooldown Use
(They will also not be put on cooldown if they remain Usable)
Ascendancy: Gladiator
Character: Duelist
Chance to Block Attack or Spell Damage is Lucky if you've Blocked Recently
(Lucky things are rolled twice and the best result used)
(Recently refers to the past 4 seconds)
Ascendancy: Gladiator
Character: Duelist
Deal 1% more Damage with Hits and Ailments to Rare and Unique Enemies for each second they've ever been in your Presence, up to a maximum of 100%
Ascendancy: Champion
Character: Duelist
You have 15 Fortification
(Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)
Players take 1% less Damage from Hits per Fortification.
Ascendancy: Champion
Character: Duelist
Nearby Allies count as having Fortification equal to yours
Ascendancy: Champion
Character: Duelist
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)
Ascendancy: Champion
Character: Duelist
Enemies Taunted by you take 20% increased Damage
Enemies Taunted by you cannot Evade Attacks
Ascendancy: Champion
Character: Duelist
30% increased effect of Non-Curse Auras from your Skills
You and Allies near your Banner Regenerate 0.1% of Life per second for each Valour consumed for that Banner
When you leave your Banner's Area, recover 30% of the Valour consumed for that Banner
Ascendancy: Champion
Character: Duelist
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)
(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)
Ascendancy: Champion
Character: Duelist
Radius: 60
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
Ascendancy: Inquisitor
Character: Templar
1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower
+50 to Strength and Intelligence
Ascendancy: Inquisitor
Character: Templar
Critical Strikes ignore Enemy Monster Elemental Resistances
Non-Critical Strikes Penetrate 10% of Enemy Elemental Resistances
(Ignoring Resistances means your Damage cannot be modified in any way by any Resistance stats)
Ascendancy: Inquisitor
Character: Templar
Radius: 60
Nearby Enemies deal 8% less Elemental Damage
Nearby Enemies take 16% increased Elemental Damage
Ascendancy: Inquisitor
Character: Templar
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)
Ascendancy: Inquisitor
Character: Templar
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)
Ascendancy: Inquisitor
Character: Templar
Gain 1 Fanatic Charge every second if you've Attacked in the past second
Gain Fanaticism for 4 seconds on reaching Maximum Fanatic Charges
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)
Ascendancy: Inquisitor
Character: Templar
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)
Ascendancy: Hierophant
Character: Templar
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)
Ascendancy: Hierophant
Character: Templar
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
Ascendancy: Hierophant
Character: Templar
100% increased Totem Duration
+1 to maximum number of Summoned Totems
100% increased Totem Placement speed
Ascendancy: Hierophant
Character: Templar
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
Ascendancy: Hierophant
Character: Templar
+4 to Minimum Endurance Charges
+4 to Minimum Power Charges
+1 to Maximum Power Charges and Maximum Endurance Charges
Ascendancy: Hierophant
Character: Templar
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)
Ascendancy: Hierophant
Character: Templar
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)
Ascendancy: Hierophant
Character: Templar
Brands have 100% more Activation Frequency if 75% of Attached Duration expired
Brand Recall has 100% increased Cooldown Recovery Rate
Ascendancy: Guardian
Character: Templar
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)
Ascendancy: Guardian
Character: Templar
Grants Armour equal to 25% of your Reserved Mana to you and nearby Allies
Grants maximum Energy Shield equal to 10% of your Reserved Mana to
you and nearby Allies
Ascendancy: Guardian
Character: Templar
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)
Ascendancy: Guardian
Character: Templar
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams have -20% to all Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
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)
Ascendancy: Guardian
Character: Templar
Grants Level 20 Summon Sentinel of Radiance Skill
20% of Damage from Hits is taken from your Sentinel of Radiance's Life before you
(Summons a Sentinel of Radiance which follows you and attacks enemies in melee, while burning enemies around it and taking a portion of damage from hits for you. You can only have one Sentinel of Radiance)
Ascendancy: Guardian
Character: Templar
Radius: 60
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
(Summons a Relic of a random element that stays near you. Depending on the element chosen, the relic minion will have an Anger, Hatred, or Wrath aura. These relics explode when they die, dealing elemental damage to enemies around them. If you already have a relic of the chosen element, its duration will be refreshed instead of summoning a new one)
Ascendancy: Assassin
Character: Shadow
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
Ascendancy: Assassin
Character: Shadow
+5% to Critical Strike Multiplier per Power Charge
+1.5% Critical Strike Chance while at maximum Power Charges
Ascendancy: Assassin
Character: Shadow
15% more Damage with Hits and Ailments against Enemies that are on Low Life
100% more Critical Strike Chance 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
(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)
Ascendancy: Assassin
Character: Shadow
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
Ascendancy: Assassin
Character: Shadow
Poison you inflict with Critical Strikes deals 25% more Damage
+0.5% to Critical Strike Chance per Poison affecting Enemy, up to +2.0%
Ascendancy: Assassin
Character: Shadow
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)
Ascendancy: Assassin
Character: Shadow
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)
Ascendancy: Trickster
Character: Shadow
200% increased Charge Duration
+2 to Maximum Frenzy Charges
Ascendancy: Trickster
Character: Shadow
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
Ascendancy: Trickster
Character: Shadow
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]
Ascendancy: Trickster
Character: Shadow
+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
Ascendancy: Trickster
Character: Shadow
+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)
Ascendancy: Trickster
Character: Shadow
Radius: 60
Your Action Speed is at least 108% of base value
Nearby Enemy Monsters' Action Speed is at most 92% of base value
Ascendancy: Saboteur
Character: Shadow
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)
Ascendancy: Saboteur
Character: Shadow
Radius: 35
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)
Ascendancy: Saboteur
Character: Shadow
+40% to Critical Strike Multiplier against Burning Enemies
80% increased Critical Strike Chance against Shocked Enemies
Damage Penetrates 10% Elemental Resistances against Chilled Enemies
Ascendancy: Saboteur
Character: Shadow
Radius: 60
30% increased Cooldown Recovery Rate
Nearby Enemies have 10% reduced Cooldown Recovery Rate
Ascendancy: Saboteur
Character: Shadow
Triggers Level 20 Summon Triggerbots when Allocated
35% less Damage with Triggered Spells
(Summon two Triggerbots which follow you around and run towards enemies. Your Triggered Spells Trigger twice, once from each Triggerbot's location)
Ascendancy: Saboteur
Character: Shadow
150% increased Effect of Auras from Mines
Mines Hinder Enemies near them for 2 seconds when they Land
(Hinder reduces movement speed by 30%)
Ascendancy: Saboteur
Character: Shadow
When your Traps Trigger, your nearby Traps also Trigger
Skills used by Traps have 50% increased Area of Effect
Ascendancy: Saboteur
Character: Shadow
Hits have 20% chance to deal 50% more Area Damage
20% chance to take 50% less Area Damage from Hits
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Ranger's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Witch's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Marauder's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Duelist's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Shadow's starting point
Ascendancy: Ascendant
Character: Scion
Can Allocate Passives from the Templar's starting point
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Ascendant
Character: Scion
(Choose one of the three attached options)
Ascendancy: Trickster
Character: Shadow
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: Warden
Character: Ranger
Tincture Effects also apply to Ranged Weapons
Ascendancy: Juggernaut
Character: Marauder
Strike Skills which target additional Enemies can do so from 50% further away
Non-Vaal Strike Skills target 1 additional nearby Enemy
Ascendancy: Juggernaut
Character: Marauder
Strike Skills also target the previous location they were Used
Ascendancy: Juggernaut
Character: Marauder
+1 to maximum number of Summoned Totems
20% of Damage from Hits is taken from your nearest Totem's Life before you
Ascendancy: Juggernaut
Character: Marauder
Radius: 60
Nearby Enemies Convert 50% of their Physical Damage to Fire
50% of Physical Damage Converted to Fire Damage
Ascendancy: Juggernaut
Character: Marauder
Action Speed cannot be modified to below Base Value
Movement Speed cannot be modified to below Base Value
Armour from Equipped Body Armour is doubled
Ascendancy: Juggernaut
Character: Marauder
+3 to Maximum Endurance Charges
Ascendancy: Juggernaut
Character: Marauder
Gain 15% of Missing Unreserved Life before being Hit by an Enemy
Ascendancy: Juggernaut
Character: Marauder
30% reduced Warcry Speed
120% increased Warcry Cooldown Recovery Rate
Ascendancy: Juggernaut
Character: Marauder
Your Warcries open Chests
Nearby corpses Explode when you Warcry, dealing 12% of their Life as Physical Damage
Ascendancy: Berserker
Character: Marauder
10% increased Character Size
Spell Skills deal no Damage
Melee Hits count as Rampage Kills
Rampage
Your Spells are disabled
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
Ascendancy: Berserker
Character: Marauder
Melee Hits Fortify
Regenerate 0.2% of Life per second per Fortification
Ascendancy: Berserker
Character: Marauder
1% increased Attack Speed per Fortification
+10 to maximum Fortification
Ascendancy: Berserker
Character: Marauder
15% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage
+15 to Maximum Rage
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Ascendancy: Berserker
Character: Marauder
+4 Mana per 4 Strength
80% of Maximum Mana is Converted to twice that much Armour
Power of Purpose
(80% of Maximum Mana is Converted to twice that much Armour)
Ascendancy: Berserker
Character: Marauder
50% increased Rage Cost of Skills
Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls
You cannot gain Rage during Soul Gain Prevention
Ascendancy: Berserker
Character: Marauder
+10% to Unarmed Melee Attack Critical Strike Chance
Your Critical Strike Chance is Lucky while on Low Life
(Lucky things are rolled twice and the best result used)
(You are on Low Life if you have 50% of your Maximum Life or less)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
Ascendancy: Berserker
Character: Marauder
2% increased Attack Damage per 450 Armour
10% chance to Defend with double your Armour for each
time you've been Hit by an Enemy Recently, up to 30%
(Recently refers to the past 4 seconds)
Ascendancy: Berserker
Character: Marauder
Armour also applies to Chaos Damage taken from Hits
Ascendancy: Chieftain
Character: Marauder
Gain Ward instead of 50% of Armour and Evasion Rating from Equipped Body Armour
Ascendancy: Chieftain
Character: Marauder
100% faster Restoration of Ward
100% increased Global Defences
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Ascendancy: Chieftain
Character: Marauder
Gain Adrenaline for 10 seconds when Ward Breaks
(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)
Ascendancy: Chieftain
Character: Marauder
You have no Intelligence
+150 to Strength
Ascendancy: Chieftain
Character: Marauder
1% increased Skill Effect Duration per 10 Strength
Ascendancy: Chieftain
Character: Marauder
1000% increased Stun and Block Recovery
Ascendancy: Chieftain
Character: Marauder
Your hits can't be Evaded
50% reduced Dexterity
Ascendancy: Chieftain
Character: Marauder
Far Shot
(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)
Ascendancy: Chieftain
Character: Marauder
-100 Physical Damage taken from Projectile Attacks
Gain 50% Chance to Block from Equipped Shield instead of the Shield's value
Ascendancy: Warden
Character: Ranger
Grants Level 30 Aspect of the Avian Skill
Aspect of the Avian has no Reservation
(While active, grants the Avian's Might and Avian's Flight buffs in sequence. Avian's Might grants you and your minions a chance to deal Double Damage with hits for a duration. Avian's Flight grants you and your minions increased Movement Speed for a secondary duration. You can only have one Aspect active at a time)
Ascendancy: Warden
Character: Ranger
200% increased Aspect of the Avian Buff Effect
Aspect of the Avian also grants Avian's Might and Avian's Flight to nearby Allies
Ascendancy: Warden
Character: Ranger
Grants Level 30 Aspect of the Cat Skill
Aspect of the Cat has no Reservation
(While active, grants the Cat's Stealth and Cat's Agility buffs in sequence. Cat's Stealth increases your critical strike chance, makes you harder to see, and gives you a chance to avoid damage for a short duration. Cat's Agility increases your attack and cast speed for a longer secondary duration. You can only have one Aspect active at a time)
Ascendancy: Warden
Character: Ranger
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth
+1 to Maximum Frenzy Charges
+1 to Maximum Power Charges
Ascendancy: Warden
Character: Ranger
Trigger Level 20 Summon Spectral Wolf on Critical Strike
(Summons a spectral wolf companion that attacks nearby enemies and dies after a duration. Each spectral wolf grants you a buff that adds damage to your attacks. If you have the maximum number of them, refreshes the duration and life of an existing one instead)
Ascendancy: Warden
Character: Ranger
-15% to amount of Suppressed Spell Damage Prevented
+100% chance to Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Ascendancy: Warden
Character: Ranger
Radius: 60
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other
You and nearby Allies have Tailwind
(Tailwind increases Action Speed by 8%)
Ascendancy: Warden
Character: Ranger
Minions deal 1% increased Damage per 5 Dexterity
Increases and Reductions to Minion Damage also affect you at 150% of their value
Ascendancy: Deadeye
Character: Ranger
50% increased Mana Cost of Skills
Attack Skills have Added Lightning Damage equal to 4% of maximum Mana
Ascendancy: Deadeye
Character: Ranger
Increases and Reductions to Spell Damage also apply to Attacks at 150% of their value
Ascendancy: Deadeye
Character: Ranger
100% of Physical Damage is taken from Mana before Life
Ascendancy: Deadeye
Character: Ranger
50% increased Mana Recovery from Flasks
Non-instant Mana Recovery from Flasks is also Recovered as Life
Ascendancy: Deadeye
Character: Ranger
+4 to Minimum Frenzy Charges
+4 to Minimum Power Charges
+1 to Maximum Frenzy Charges and Maximum Power Charges
Ascendancy: Deadeye
Character: Ranger
Gain 10 Rage after Spending a total of 200 Mana
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
Ascendancy: Deadeye
Character: Ranger
Intelligence provides no inherent bonus to Maximum Mana
+1 to Maximum Mana per Dexterity
Ascendancy: Deadeye
Character: Ranger
Projectiles from Attacks Fork
Projectiles from Attacks can Fork 1 additional time
Ascendancy: Deadeye
Character: Ranger
50% increased Blind Effect
100% increased Stealth
Blind Enemies on Hit
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
Ascendancy: Pathfinder
Character: Ranger
+2 to maximum number of Sacred Wisps
+2 to number of Sacred Wisps Summoned
Ascendancy: Pathfinder
Character: Ranger
Skills Supported by Spellslinger have 50% increased Cooldown Recovery Rate
Skills Supported by Spellslinger have 50% reduced Mana Reservation
Ascendancy: Pathfinder
Character: Ranger
Defences from Equipped Body Armour are doubled if it has no Socketed Gems
+60% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems
30% increased Maximum Life if you have Equipped Gloves with no Socketed Gems
30% increased Movement Speed if you have Equipped Boots with no Socketed Gems
Ascendancy: Pathfinder
Character: Ranger
All Damage inflicts Poison against Enemies affected by at least 5 Grasping Vines
Inflict 1 Grasping Vine on Hit
(Up to 10 Vines can grasp you, inflicting 8% less Movement Speed per Vine. Broken by moving)
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
Ascendancy: Pathfinder
Character: Ranger
2% increased Attack Damage per 450 Evasion Rating
Rare and Unique Enemies within 120 metres have Minimap Icons
Ascendancy: Pathfinder
Character: Ranger
Trigger Level 20 Create Lesser Shrine when you Kill an Enemy
(Create Lesser Shrine has an initial Cooldown before it can Trigger)
(Creates a Lesser Shrine, which will grant a bonus when touched. The Lesser Shrine will disappear after a short duration, or when used)
Ascendancy: Pathfinder
Character: Ranger
Gain a random shrine buff every 10 seconds
Ascendancy: Occultist
Character: Witch
30% increased Energy Shield Recovery rate
30% increased Mana Recovery rate
Ascendancy: Occultist
Character: Witch
Grants Summon Visiting Harbinger of Arcane Skill
(Summons an immortal Harbinger minion. The minion has two buff spells it will cast on you: Arcane Surge, granting increased Cast Speed and Mana Regeneration, and a buff that grants Chance to Shock and Lightning Penetration)
Ascendancy: Occultist
Character: Witch
Buffs on you expire 30% slower
Debuffs on you expire 30% faster
(Effects cannot be slowed below 25% of their normal expiry rate)
Ascendancy: Occultist
Character: Witch
Grants Summon Visiting Harbinger of Focus Skill
(Summons an immortal Harbinger minion. While you are channelling, the minion will occasionally cast a buff on you that reduces the Damage you take, makes you avoid all Stuns and Elemental Ailments, and prevents Curses affecting you)
Ascendancy: Occultist
Character: Witch
40% increased Cooldown Recovery Rate
Ascendancy: Occultist
Character: Witch
Grants Summon Visiting Harbinger of Time Skill
(Summons an immortal Harbinger minion. The minion will occasionally create an aura on you that increases the Action Speed of you and all allies near you)
Ascendancy: Occultist
Character: Witch
100% increased Area of Effect of Hex Skills
Temporal Chains has no Reservation if Cast as an Aura
Ascendancy: Occultist
Character: Witch
Gain 20% of Maximum Mana as Extra Maximum Energy Shield
30% of Non-Chaos Damage taken bypasses Energy Shield
Gain 10% of Maximum Life as Extra Maximum Energy Shield
Ascendancy: Elementalist
Character: Witch
Your Aura Skills are Disabled
200% increased Mana Reservation Efficiency of Herald Skills
Ascendancy: Elementalist
Character: Witch
+5% to Critical Strike Chance of Herald Skills
Herald Skills have 50% increased Area of Effect
Ascendancy: Elementalist
Character: Witch
+3 to Level of all Herald Skill Gems
Ascendancy: Elementalist
Character: Witch
20% Chance to gain Elemental Conflux for 4 seconds when you Kill an Enemy
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
Ascendancy: Elementalist
Character: Witch
+2 to maximum number of Sentinels of Purity
+25 to Maximum Virulence
Minions deal 66% increased Damage while you are affected by a Herald
Ascendancy: Elementalist
Character: Witch
For each Element you've been hit by Damage of Recently, 20% reduced Damage taken of that Element
20% of Cold Damage taken Recouped as Life
20% of Fire Damage taken Recouped as Life
20% of Lightning Damage taken Recouped as Life
(Only Damage from Hits can be Recouped, over 4 seconds following the Hit)
(Recently refers to the past 4 seconds)
Ascendancy: Elementalist
Character: Witch
Ascendancy: Necromancer
Character: Witch
Removes all Energy Shield
Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items
-3 Maximum Life per Level
Ascendancy: Necromancer
Character: Witch
Grants Level 20 Pacify Skill
Enemies Pacified by you take 30% increased Damage
(Pacify curses all targets in an area, having no effect at first, but causing them to deal no damage once 60% of the curse's duration has expired)
Ascendancy: Necromancer
Character: Witch
Skills gain a Base Life Cost equal to 25% of Base Mana Cost
Spells you cast yourself gain Added Physical Damage equal to 80% of Life Cost, if Life Cost is not higher than the maximum you could spend
Ascendancy: Necromancer
Character: Witch
+100% chance to be Poisoned
+5% to all maximum Resistances while Poisoned
You cannot be Poisoned while there are at least 5 Poisons on you
(Maximum Resistances cannot be raised above 90%)
Ascendancy: Necromancer
Character: Witch
Your Skills deal you 100% of Mana Spent on Upfront Skill Mana Costs as Physical Damage
Skills gain Added Chaos Damage equal to 40% of Mana Cost, if Mana Cost is not higher than the maximum you could spend
(Upfront Costs are all Costs that are not paid per-second)
Ascendancy: Necromancer
Character: Witch
Radius: 60
Nearby Enemies' Chaos Resistance is 0
Chaos Resistance is Zero
Ascendancy: Necromancer
Character: Witch
Radius: 60
Nearby Enemies have Malediction
30% increased Reservation Efficiency of Curse Aura Skills
(Malediction causes 10% reduced damage dealt and 10% increased damage taken)
Ascendancy: Necromancer
Character: Witch
-20% to all Elemental Resistances
50% increased Projectile Speed
50% increased Area of Effect
50% increased Skill Effect Duration
Ascendancy: Necromancer
Character: Witch
Lose 5% of Life per second if you have been Hit Recently
40% more Damage over Time
(Recently refers to the past 4 seconds)
Ascendancy: Slayer
Character: Duelist
+1 to Level of all Skill Gems
Ascendancy: Slayer
Character: Duelist
Ascendancy: Slayer
Character: Duelist
+3 to Level of all non-Exceptional Support Gems
Ascendancy: Slayer
Character: Duelist
+15% to Quality of all Skill Gems
Ascendancy: Slayer
Character: Duelist
Cannot be Shocked if Intelligence is higher than Strength
30% increased Intelligence
Ascendancy: Slayer
Character: Duelist
Cannot be Frozen if Dexterity is higher than Intelligence
30% increased Dexterity
Ascendancy: Slayer
Character: Duelist
Cannot be Ignited if Strength is higher than Dexterity
30% increased Strength
Ascendancy: Slayer
Character: Duelist
Items and Gems have 25% reduced Attribute Requirements
5% increased Damage per 5 of your lowest Attribute
(Attributes are Strength, Dexterity, and Intelligence)
Ascendancy: Gladiator
Character: Duelist
-25% to all Elemental Resistances
50% chance for Elemental Resistances to count as being 90% against Enemy Hits
Ascendancy: Gladiator
Character: Duelist
Hits have 50% chance to treat Enemy Monster Elemental Resistance values as inverted
Ascendancy: Gladiator
Character: Duelist
15% chance to deal Triple Damage
30% chance to deal Double Damage
Deal 25% less Damage
Ascendancy: Gladiator
Character: Duelist
Your Critical Strike Chance is Lucky
Damage with Hits is Unlucky
(Lucky things are rolled twice and the best result used)
Ascendancy: Gladiator
Character: Duelist
50% chance to Avoid Elemental Ailments
50% chance to Avoid being Stunned
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Gladiator
Character: Duelist
Damage of Enemies Hitting you is Unlucky while you are on Low Life
(You are on Low Life if you have 50% of your Maximum Life or less)
(Unlucky things are rolled twice and the worst result used)
Ascendancy: Gladiator
Character: Duelist
Ascendancy: Champion
Character: Duelist
Radius: 60
Nearby Enemies take 25% increased Elemental Damage
Ascendancy: Champion
Character: Duelist
Radius: 60
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
(Summons a Relic of a random element that stays near you. Depending on the element chosen, the relic minion will have an Anger, Hatred, or Wrath aura. These relics explode when they die, dealing elemental damage to enemies around them. If you already have a relic of the chosen element, its duration will be refreshed instead of summoning a new one)
Ascendancy: Champion
Character: Duelist
Enemies Taunted by you take 20% increased Damage
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
Warcries have infinite Power
(Normal Monsters have 1 Power, Magic Monsters 2, Rare Monsters 10, Unique Monsters 20, and Players 5)
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Ascendancy: Champion
Character: Duelist
You have Consecrated Ground around you while stationary
Effects of Consecrated Ground you create Linger for 4 seconds
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(The effects of the ground still apply to you, allies or enemies after leaving its area)
Ascendancy: Champion
Character: Duelist
Magic Utility Flasks applied to you have 40% increased Effect
Non-Unique Utility Flasks you Use apply to Linked Targets
Ascendancy: Champion
Character: Duelist
Curses are inflicted on you instead of Linked targets
40% increased Effect of Non-Curse Auras from your Skills while you have a Linked Target
Ascendancy: Champion
Character: Duelist
+5 to Level of all Link Skill Gems
Lose no Experience when you die because a Linked target died
Ascendancy: Champion
Character: Duelist
Ascendancy: Inquisitor
Character: Templar
Shepherd of Souls
Everlasting Sacrifice
(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)
(When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds)
Ascendancy: Inquisitor
Character: Templar
Skills Reserve Life instead of Mana
100% increased Life Reservation Efficiency of Skills
Ascendancy: Inquisitor
Character: Templar
Skills Cost Life instead of Mana
immune to corrupted blood [1]
Ascendancy: Inquisitor
Character: Templar
Removes all Energy Shield
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 1 second
Ascendancy: Inquisitor
Character: Templar
50% reduced Soul Gain Prevention Duration
286% increased Vaal Skill Critical Strike Chance
Ascendancy: Inquisitor
Character: Templar
+3 to Level of all Vaal Skill Gems
Ascendancy: Inquisitor
Character: Templar
50% increased Vaal Skill Effect Duration
Vaal Skills require 50% reduced Souls per Use
Ascendancy: Inquisitor
Character: Templar
8% increased Maximum Life for each Corrupted Item Equipped
12% increased Maximum Energy Shield for each Corrupted Item Equipped
-2% to all Resistances for each Corrupted Item Equipped
Ascendancy: Hierophant
Character: Templar
Your Minions spread Caustic Ground on Death, dealing 30% of their maximum Life as Chaos Damage per second
Ascendancy: Hierophant
Character: Templar
+4 to Level of all Raise Zombie Gems
25% increased Raised Zombie Size
Ascendancy: Hierophant
Character: Templar
For each nearby corpse, 1% increased Movement Speed
Raise Zombie does not require a corpse
Your Raised Zombies count as corpses
Ascendancy: Hierophant
Character: Templar
Half of your Strength is added to your Minions
25% increased Strength
Ascendancy: Hierophant
Character: Templar
Radius: 60
Nearby Enemy Monsters have at least 20% of Life Reserved
Reserves 20% of Life
Ascendancy: Hierophant
Character: Templar
Weapons you Animate create an additional copy
Animated Guardian deals 25% increased Damage per Animated Weapon
Animated Minions' Melee Attacks deal Splash Damage to surrounding targets
Defences of Items attached to Animated Guardian also apply to Animated Weapons
(Armour, Evasion Rating and Energy Shield are the standard Defences)
Ascendancy: Hierophant
Character: Templar
Minions' Base Attack Critical Strike Chance is equal to the Critical
Strike Chance of your Main Hand Weapon
Minions are Aggressive
(Aggressive minions have their targeting range raised to a minimum value)
Ascendancy: Hierophant
Character: Templar
You can apply an additional Curse
Hexes Transfer to all Enemies within 3 metres when Hexed Enemy dies
(Hexes from Auras or Cursed Ground cannot be Transferred)
Ascendancy: Hierophant
Character: Templar
Gain 20% of Maximum Life as Extra Maximum Energy Shield
Minions gain 20% of Maximum Life as Extra Maximum Energy Shield
Ascendancy: Guardian
Character: Templar
Radius: 35
Nearby Enemies are Blinded
100% increased Critical Strike Chance against Blinded Enemies
Enemies Blinded by you have 100% reduced Critical Strike Chance
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
Ascendancy: Guardian
Character: Templar
Spells fire 2 additional Projectiles
Nova Spells Cast at the targeted location instead of around you
Ascendancy: Guardian
Character: Templar
+10% to maximum Cold Resistance
Cannot be Frozen
(Maximum Resistances cannot be raised above 90%)
Ascendancy: Guardian
Character: Templar
Hex Reflection
Your Hexes can affect Hexproof Enemies
Immune to Reflected Damage
Ascendancy: Guardian
Character: Templar
100% increased Evasion Rating while moving
Immune to Burning Ground, Shocked Ground and Chilled Ground
Regenerate 4% of Life per second while moving
100% increased Mana Regeneration Rate while moving
Ascendancy: Guardian
Character: Templar
+3 to Minimum Endurance Charges
+3 to Minimum Frenzy Charges
+3 to Minimum Power Charges
Ascendancy: Guardian
Character: Templar
Enemies you've Hit Recently have 100% reduced Life Regeneration rate
30% more Maximum Attack Damage
(Recently refers to the past 4 seconds)
Ascendancy: Guardian
Character: Templar
Burning Hoofprints
Triggers Level 20 Abberath's Fury
(While you run, this skill creates a small explosion with each step, dealing fire damage in an area around you)
Ascendancy: Guardian
Character: Templar
+300 to maximum Life
Regenerate 8% of Life per second
Spell Skills deal no Damage
Your Spells are disabled
Ascendancy: Assassin
Character: Shadow
Trigger Level 20 Raise Spiders on Kill
(Raise two spectral spiders from each nearby corpse that will attack your enemies with Viper Strike. Each raised spider grants you increased Attack Speed and increased Damage with Poison. Enemies will not engage the spiders directly, and they are immune to damage)
Ascendancy: Assassin
Character: Shadow
Grants Level 30 Aspect of the Spider Skill
Aspect of the Spider has no Reservation
(While active, periodically applies a Spider's Web debuff to nearby Enemies, and Hinders them. Each Spider's Web on an Enemy increases the Damage they take. Hinder reduces their movement speed. You can only have one Aspect active at a time)
Ascendancy: Assassin
Character: Shadow
Enemies affected by your Spider's Webs deal 15% reduced Damage
Enemies affected by your Spider's Webs have -15% to All Resistances
Ascendancy: Assassin
Character: Shadow
Gain 30% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
20% chance to gain a Power Charge on hitting an Enemy affected by a Spider's Web
Ascendancy: Assassin
Character: Shadow
Grants Level 15 Envy Skill
Envy has no Reservation
(Casts an aura that adds chaos damage to the attacks and spells of you and your allies)
Ascendancy: Assassin
Character: Shadow
Grants level 20 Penance Mark
(Penance Mark curses a single enemy, causing them to spawn multiple phantasms when hit. The phantasms will be allies of the marked enemy with the same monster level. They cast a projectile spell which deals physical damage, and are immune to curses. You can only have one Mark at a time)
Ascendancy: Assassin
Character: Shadow
Minions have 50% chance to Poison Enemies on Hit
Minions have 10% chance to inflict Withered on Hit
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)
Ascendancy: Assassin
Character: Shadow
Minions' Base Attack Critical Strike Chance is equal to the Critical
Strike Chance of your Main Hand Weapon
Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy
Ascendancy: Trickster
Character: Shadow
Base Critical Strike Chance for Attacks with Weapons is 12%
You are Blind
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating)
Ascendancy: Trickster
Character: Shadow
Projectiles have 50% chance to Return to you
Projectiles are fired in random directions
Ascendancy: Trickster
Character: Shadow
Skills fire 2 additional Projectiles
Ascendancy: Trickster
Character: Shadow
50% chance to gain Elusive on Critical Strike
Elusive is removed from you at 50% effect
(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)
Ascendancy: Trickster
Character: Shadow
Your Curse Limit is equal to your maximum Power Charges
Ascendancy: Trickster
Character: Shadow
Non-Aura Curses you inflict are not removed from Dying Enemies
Enemies near corpses affected by your Curses are Blinded
Enemies Killed near corpses affected by your Curses explode, dealing
5% of their Life as Physical Damage
Ascendancy: Trickster
Character: Shadow
5% increased Maximum Life per Abyss Jewel affecting you
5% increased Maximum Mana per Abyss Jewel affecting you
Ascendancy: Trickster
Character: Shadow
Trigger Level 30 Shade Form when Hit
30% increased Skill Effect Duration
(Makes you immune to physical damage, and harder for enemies to detect, for a duration)
Ascendancy: Saboteur
Character: Shadow
All hits are Critical Strikes while holding a Fishing Rod
Ascendancy: Saboteur
Character: Shadow
50% more Cast Speed while holding a Fishing Rod
Ascendancy: Saboteur
Character: Shadow
100% of Lightning Damage Converted to Cold Damage
Your Cold Damage can Shock
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
Ascendancy: Saboteur
Character: Shadow
Enemies Chilled by your Hits lessen their Damage dealt by half of Chill Effect
Enemies Chilled by your Hits have Damage taken increased by Chill Effect
Ascendancy: Saboteur
Character: Shadow
All Damage Taken from Hits can Chill you
The Effect of Chill on you is reversed
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
Ascendancy: Saboteur
Character: Shadow
You are Touched by a Tormented Illegal Fisherman granting:
30% increased Attack Speed
30% increased Cast Speed
Nearby Allies deal 20% increased Damage
You and nearby Allies have 30% increased Movement Speed
Ascendancy: Saboteur
Character: Shadow
50% chance to Freeze Enemies for 1 second when they Hit you
Enemies you Freeze remain Frozen for at least 1 second
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
Ascendancy: Saboteur
Character: Shadow
+30% to Cold and Lightning Resistances
Critical Strike Chance is increased by Overcapped Lightning Resistance
Evasion Rating is increased by Overcapped Cold Resistance
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
Ascendancy: Saboteur
Character: Shadow
Enemies you kill are Shocked
Shocks you inflict spread to other Enemies within 1.5 metres
(Shock increases Damage taken by 15%, for 2 seconds)
Ascendancy: Ascendant
Character: Scion
Ascendancy: Ascendant
Character: Scion
Ascendancy: Warden
Character: Ranger
Radius: 60
On Killing a Rare Monster gain 1 of its Modifiers for 20 seconds
Nearby Enemies Killed by anyone count as being Killed by you instead
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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