Passive Mastery /61
Quantity: 4
  • 40% more Accuracy Rating against Unique Enemies
  • Gain Accuracy Rating equal to your Intelligence
  • Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
  • Minions' Accuracy Rating is equal to yours
  • 50% more Accuracy Rating at Close Range
  • +500 to Accuracy Rating
    -2 to Accuracy Rating per Level
Quantity: 5
  • +1 Armour per 2 Strength
  • You take 30% reduced Extra Damage from Critical Strikes
  • 20% chance to Defend with 200% of Armour
  • +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
  • 20% increased Armour per second you've been stationary, up to a maximum of 100%
  • 100% increased Armour from Equipped Boots and Gloves
Quantity: 2
  • Recover 100 Life for each Fortification lost
  • Gain 20 Fortification on Melee Kill against a Rare or Unique Enemy
  • 2% reduced Duration of Ailments inflicted on you per Fortification
  • 4% increased Stun and Block Recovery per Fortification
  • Melee Hits Fortify
    -3 to maximum Fortification
  • 10% reduced Damage over Time Taken while you have at least 20 Fortification
Quantity: 2
  • 2% chance to Defend with 150% of Armour per 5% missing Energy Shield
  • Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
  • You take 20% reduced Extra Damage from Critical Strikes
  • Increases and Reductions to Armour also apply to Energy
    Shield Recharge Rate at 20% of their value
  • 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Helmet,
    Gloves and Boots all have Armour and Energy Shield
  • 20% reduced Effect of Curses on you
Quantity: 5
  • 100% increased Enemy Stun Threshold
    200% increased Stun Duration on Enemies
  • 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit
  • +50% to Critical Strike Multiplier against Stunned Enemies
  • Hits against you Cannot be Critical Strikes if you've been Stunned Recently
  • 25% chance to deal a Stunning Hit to Nearby Enemy Monsters when you're Stunned
  • Gain Adrenaline when Stunned, for 2 seconds per 100ms of Stun Duration
Quantity: 10
  • +0.3 metres to Melee Strike Range
  • Non-Vaal Strike Skills target 1 additional nearby Enemy
  • Remove Damaging Ailments when you Change Stance
    Stance Skills have +6 seconds to Cooldown
  • Monsters cannot Block your Attacks
  • 5% increased Attack Speed per Enemy in Close Range
  • Attack Skills Cost Life instead of 20% of Mana Cost
Quantity: 3
  • Prevent +3% of Suppressed Spell Damage
  • Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage
  • Prevent +1% of Suppressed Spell Damage per Hit Suppressed Recently
    -2% chance to Suppress Spell Damage per Hit Suppressed Recently
  • Suppressed Spell Damage cannot inflict Elemental Ailments on you
  • You have Phasing if you have Suppressed Spell Damage Recently
    +8% chance to Suppress Spell Damage while Phasing
  • Chance to Suppress Spell Damage is Lucky
Quantity: 5
  • 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
  • Impale Damage dealt to Enemies Impaled by you ignores Enemy Physical Damage Reduction
  • Call of Steel deals Reflected Damage with 40% increased Area of Effect
    Call of Steel has 40% increased Use Speed
  • Call of Steel has +4 to maximum Steel Shards
    Call of Steel causes 10% increased Reflected Damage
  • 20% increased Effect of Impales you inflict on non-Impaled Enemies
  • 20% chance on Hit to remove all Impales from Enemy
    Impales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left
Quantity: 2
  • 40% increased Blind Effect
  • 100% increased Blind duration
  • 60% increased Critical Strike Chance against Blinded Enemies
  • 100% chance to Avoid Blind
Quantity: 8
  • Life Flasks gain 1 Charge every 3 seconds
    Mana Flasks gain 1 Charge every 3 seconds
  • Remove a random Elemental Ailment when you use a Mana Flask
  • Remove a random Non-Elemental Ailment when you use a Life Flask
  • 25% chance to gain a Flask Charge when you deal a Critical Strike
  • Enemies you Kill that are affected by Elemental Ailments
    grant 100% increased Flask Charges
  • Recover 4% of Life when you use a Flask
Quantity: 9
  • 10% of Leech is Instant
  • 40% increased Armour and Evasion Rating while Leeching
  • 25% more Damage with Hits against Enemies that cannot have Life Leeched from them
  • 25% of Damage taken Recouped as Life if Leech was removed by Filling Unreserved Life Recently
  • 100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
  • 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech
Quantity: 4
  • Enemies Killed by your Hits are destroyed
  • Bleeding you inflict deals Damage 15% faster
  • 40% increased Effect of Onslaught on you
  • 30% increased Damage while in Blood Stance
    15% increased Area of Effect while in Sand Stance
  • 10% more Damage with Hits and Ailments against Enemies that are on Low Life
  • Gain 2 Rage on Hit with Axes
Quantity: 5
  • Moving while Bleeding doesn't cause you to take extra Damage
  • 50% chance to Aggravate Bleeding on targets you Stun with Attacks Hits
  • Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
  • 80% increased Critical Strike Chance against Bleeding Enemies
  • +3% to Damage over Time Multiplier for Bleeding per Endurance Charge
  • 25% chance to Aggravate Bleeding on targets you Hit with Exerted Attacks
Quantity: 5
  • Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate
  • 20% increased Area of Effect while wielding a Bow
  • Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance
  • 100% increased Mirage Archer Duration
  • +100 to Accuracy Rating per Green Socket on Equipped Bow
  • Increases and Reductions to Projectile Speed also apply to Damage with Bows
Quantity: 3
  • Projectiles deal 20% increased Damage with Hits and Ailments for each Enemy Pierced
  • Projectiles deal 20% increased Damage with Hits and Ailments for each time they have Chained
  • 1% increased Projectile Damage per 16 Dexterity
  • Knock Back Enemies if you get a Critical Strike with Projectile Damage
  • 15% more Projectile Speed
  • 15% less Projectile Speed
Quantity: 3
  • Recover 10% of Mana when a Brand expires while Attached
  • Brands have 30% increased Area of Effect if 50% of Attached Duration expired
  • Brands Attach to a new Enemy each time they Activate, no more than once every 0.3 seconds
  • Brand Recall has 50% increased Cooldown Recovery Rate
  • You can Cast 2 additional Brands
  • 40% increased Brand Attachment range
Quantity: 5
  • 40% of Physical Damage Converted to Lightning Damage
  • 60% increased Critical Strike Chance against enemies with Lightning Exposure
  • +15% to Maximum Effect of Shock
  • Shocks you inflict spread to other Enemies within 1 metre
  • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
  • Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky
Quantity: 6
  • Final Repeat of Spells has 30% increased Area of Effect
  • 25% more Spell Damage if you've been Stunned while Casting Recently
  • 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently
  • Spells which can gain Intensity have +1 to maximum Intensity
  • Skills supported by Unleash have +1 to maximum number of Seals
  • 25% chance to open nearby Chests when you Cast a Spell
Quantity: 3
  • Recover 1% of Life per Withered Debuff on each Enemy you Kill
  • +1 to Level of all Chaos Skill Gems
    Lose 10% of Life and Energy Shield when you use a Chaos Skill
  • +1% to maximum Chaos Resistance
  • 40% of Physical Damage Converted to Chaos Damage
  • Deal 10% more Chaos Damage to enemies which have Energy Shield
  • 5% chance when you inflict Withered to inflict up to 15 Withered Debuffs instead
Quantity: 3
  • Cannot be Ignited while at maximum Endurance Charges
  • Cannot be Chilled while at maximum Frenzy Charges
  • Cannot be Shocked while at maximum Power Charges
  • 100% increased Charge Duration
  • 3% increased Damage per Endurance, Frenzy or Power Charge
  • Nearby Enemies cannot gain Power, Frenzy or Endurance Charges
Quantity: 4
  • Marked Enemy cannot Regenerate Life
  • Enemies near your Marked Enemy are Blinded
  • 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
  • Marked Enemy cannot deal Critical Strikes
  • Your Mark Transfers to another Enemy when Marked Enemy dies
  • 50% more Accuracy Rating against Marked Enemy
Quantity: 4
  • Gain 25 Life per Enemy Hit with Main Hand Claw Attacks
    Gain 25 Mana per Enemy Hit with Off Hand Claw Attacks
  • Inherent Attack Speed bonus from Dual Wielding is doubled while wielding two Claws
  • 60% increased Damage with Claws against Enemies that are on Low Life
  • 10% of Leech is Instant per Equipped Claw
  • 50% increased Stealth if you've Hit With a Claw Recently
  • Skills Supported by Nightblade have 40% increased Effect of Elusive
Quantity: 6
  • 40% of Physical Damage Converted to Cold Damage
  • 10% Chance to Inflict Cold Exposure on Hit with Cold Damage
  • Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds
  • +1% to maximum Cold Resistance
  • Chills from your Hits always reduce Action Speed by at least 10%
  • Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%
Quantity: 7
  • 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
  • +25% to Critical Strike Multiplier against Unique Enemies
  • Stuns from Critical Strikes have 100% increased Duration
  • +3 to Level of all Critical Support Gems
  • You take 30% reduced Extra Damage from Critical Strikes
  • 150% increased Critical Strike Chance against Enemies that are on Full Life
Quantity: 6
  • +20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies
  • You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies
  • Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds
  • Your Curses have 20% increased Effect if 50% of Curse Duration expired
  • Enemies you Curse are Hindered, with 15% reduced Movement Speed
  • Recover 1% of Life when you Curse a Non-Cursed Enemy
    Recover 1% of Mana when you Curse a Non-Cursed Enemy
Quantity: 4
  • Elemental Ailments are inflicted on you instead of Linked targets
  • Enemies near your Linked targets have Fire, Cold and Lightning Exposure
  • Links take twice as long to break
  • Link Skills Link to 1 additional random target
  • Linked targets share Endurance, Frenzy and Power Charges with you
  • Your Movement Speed is equal to the highest Movement Speed among Linked Players
Quantity: 4
  • +100% to Critical Strike Multiplier against Enemies that are on Full Life
  • Critical Strikes have Culling Strike
  • +10% chance to Suppress Spell Damage for each Dagger you're Wielding
  • 8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons
  • 50% increased Projectile Speed while wielding a Dagger
  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
Quantity: 7
  • 3% chance to Recover all Life when you Kill an Enemy
  • Life Recoup Effects instead occur over 3 seconds
  • Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life
  • Nearby Enemies have 50% reduced Life Regeneration Rate
  • Life Recovery from Regeneration is not applied
    Every 4 seconds, Recover 1 Life for every 0.1 Life Recovery per second from Regeneration
  • Regenerate 50 Life per second
Quantity: 5
  • 30% increased Effect of Cruelty
  • +10% to Damage over Time Multiplier if you've Killed Recently
  • 15% increased Duration of Ailments on Enemies
    15% increased Skill Effect Duration
  • 10% less Damage Taken from Damage over Time
Quantity: 4
  • +20% Chance to Block Spell Damage while Dual Wielding
    Dual Wielding does not inherently grant chance to Block Attack Damage
  • +1% to Off Hand Critical Strike Chance while Dual Wielding
  • 60% increased Damage while wielding two different Weapon Types
  • 20% chance to gain Elusive when you Block while Dual Wielding
  • +15% Chance to Block Attack Damage if you have not Blocked Recently
  • 20% chance to Maim Enemies with Main Hand Hits
    20% chance to Blind Enemies with Off Hand Hits
Quantity: 4
  • +2% to maximum Chance to Block Attack Damage
  • +2% to maximum Chance to Block Spell Damage
  • 20 Life gained when you Block
    20 Mana gained when you Block
  • +1% Chance to Block Spell Damage per 5% Chance to Block Attack Damage
Quantity: 2
  • 10% more Skill Effect Duration
  • 10% less Skill Effect Duration
  • Debuffs on you expire 15% faster
  • 20% reduced Elemental Ailment Duration on you
Quantity: 6
  • Exposure you inflict applies at least -18% to the affected Resistance
  • 60% reduced Reflected Elemental Damage taken
  • 50% reduced Effect of Exposure on you
  • Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
  • Critical Strikes against you do not inherently inflict Elemental Ailments
  • 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element
Quantity: 6
  • 30% increased Light Radius
    Light Radius is based on Energy Shield instead of Life
  • 10% less Physical Damage Taken while on Full Energy Shield
  • 50% of your Energy Shield is added to your Stun Threshold
  • Regenerate 2% of Energy Shield per second
  • 30% of Chaos Damage taken does not bypass Energy Shield
  • 100% increased Energy Shield from Equipped Helmet
Quantity: 2
  • 30% increased Evasion Rating while you have Energy Shield
  • 20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
  • 20% increased Maximum Energy Shield if both Equipped Rings have an Explicit Evasion Modifier
    40% increased Energy Shield Recharge Rate if Equipped Amulet has an Explicit Evasion Modifier
  • 100% increased Evasion Rating if Energy Shield Recharge has started in the past 2 seconds
  • 1% increased Evasion Rating per 5 Intelligence
    Dexterity provides no inherent bonus to Evasion Rating
  • Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second
Quantity: 5
  • Cannot be Stunned if you haven't been Hit Recently
  • 40% increased Evasion Rating if you have been Hit Recently
  • 10% increased Movement Speed if you haven't taken Damage Recently
  • 30% chance to Avoid being Poisoned
    30% chance to Avoid Bleeding
    30% chance to Avoid being Impaled
  • +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating
  • 100% increased Evasion Rating from Equipped Body Armour
Quantity: 2
  • Defend with 120% of Armour against Projectile Attacks
    5% more chance to Evade Melee Attacks
  • 8% increased Evasion Rating per Frenzy Charge
    8% increased Armour per Endurance Charge
  • 80% increased Stun and Block Recovery
  • Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second
  • 40% increased Evasion Rating if you have been Hit Recently
    40% increased Armour if you haven't been Hit Recently
  • Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
    Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
Quantity: 8
  • Fire Exposure you inflict applies an extra -5% to Fire Resistance
  • 40% of Physical Damage Converted to Fire Damage
  • Burning Enemies you kill have a 3% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
  • 50% chance to refresh Ignite Duration on Critical Strike
  • Regenerate 1 Life per second for each 1% Uncapped Fire Resistance
  • Critical Strikes do not inherently Ignite
    100% increased Damage with Hits against Ignited Enemies
Quantity: 15
  • 10% more Maximum Life if you have at least 6 Life Masteries allocated
  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
  • +30 to maximum Life
  • You count as on Low Life while at 55% of maximum Life or below
  • You count as on Full Life while at 90% of maximum Life or above
  • Skills Cost Life instead of 15% of Mana Cost
Quantity: 12
  • Regenerate 5 Mana per second
  • Recover 10% of Mana over 1 second when you use a Guard Skill
  • 10% of Damage taken Recouped as Mana
  • 10% reduced Mana Cost of Skills
  • 10% chance to Recover 10% of Mana when you use a Skill
  • 12% increased Mana Reservation Efficiency of Skills
Quantity: 5
  • All Damage with Maces and Sceptres inflicts Chill
  • 20% increased Area of Effect if you've dealt a Critical Strike Recently
  • Crush Enemies on hit with Maces and Sceptres
  • 12% chance to deal Double Damage with Attacks if Attack Time is longer than 1 second
  • 50% increased Stun Duration on Enemies
  • Hits that Stun Enemies have Culling Strike
Quantity: 5
  • 60% reduced Reflected Physical Damage taken
  • 10% more Maximum Physical Attack Damage
  • Cannot be Stunned by Hits that deal only Physical Damage
  • Hits have 50% chance to ignore Enemy Physical Damage Reduction
  • 40% increased Physical Damage with Skills that Cost Life
  • +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy
Quantity: 5
  • Each Mine applies 2% increased Damage taken to Enemies near it, up to 10%
  • Each Mine applies 2% reduced Damage dealt to Enemies near it, up to 10%
  • 30% increased Effect of Auras from Mines
  • Detonate Mines is Triggered while you are moving
  • Mines cannot be Damaged
  • Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently
Quantity: 8
  • Minions Hits have 50% chance to ignore Enemy Physical Damage Reduction
  • Minions Penetrate 8% of Cursed Enemies' Elemental Resistances
  • Minions have 25% chance to gain Unholy Might for 4 seconds on Kill
  • Minions have 30% increased Area of Effect
  • Minions have +250 to Accuracy Rating
  • 20% increased effect of Offerings
Quantity: 5
  • Minions have +8% to all maximum Elemental Resistances
  • Link Skills can target Damageable Minions
  • Minions Leech 1% of Damage as Life
  • Convocation has 40% increased Cooldown Recovery Rate
  • Minions have 15% reduced Life Recovery rate
    Minions have 30% increased maximum Life
  • Minions Recover 5% of Life on Minion Death
Quantity: 4
  • Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage
  • Poisons you inflict deal Damage 20% faster
  • +12% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies
  • Enemies Poisoned by you cannot deal Critical Strikes
  • Recover 3% of Life on Killing a Poisoned Enemy
  • Plague Bearer has 20% increased Maximum Plague Value
Quantity: 7
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
  • +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
  • 20% increased Life Reservation Efficiency of Skills
  • 30% increased Area of Effect of Aura Skills
  • Auras from your Skills have 10% increased Effect on you
  • Non-Curse Aura Skills have 50% increased Duration
Quantity: 5
  • 30% chance to Avoid being Stunned while holding a Shield
  • +1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield
  • Intimidate Enemies for 4 seconds on Block while holding a Shield
  • 20% chance to Avoid Elemental Ailments while holding a Shield
  • 2% increased Attack Damage per 75 Armour or Evasion Rating on Shield
  • +1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield
Quantity: 5
  • Recover 2% of Energy Shield when you Block Spell Damage while wielding a Staff
    Recover 2% of Life when you Block Attack Damage while wielding a Staff
  • 30% increased Defences while wielding a Staff
  • +8% Chance to Block Attack Damage if you've Stunned an Enemy Recently
  • 20% chance to double Stun Duration
  • Gain Unholy Might on Block for 3 seconds
  • +60% to Critical Strike Multiplier if you haven't dealt a Critical Strike Recently
Quantity: 4
  • +0.3 metres to Melee Strike Range with Swords
  • 20% chance to Impale Enemies on Hit with Attacks
  • 8% chance to gain a Frenzy Charge when you Hit a Unique Enemy
  • Off Hand Accuracy is equal to Main Hand Accuracy while wielding a Sword
  • 120% increased Critical Strike Chance with Swords
    -20% to Critical Strike Multiplier with Swords
  • 50% reduced Enemy Chance to Block Sword Attacks
Quantity: 6
  • Totems' Action Speed cannot be modified to below Base Value
  • Skills that would Summon a Totem have 30% chance to Summon two Totems instead
  • 5% of Damage from Hits is taken from your nearest Totem's Life before you
  • 1% of Physical Attack Damage dealt by your Totems is Leeched to you as Life
  • 60% increased Global Critical Strike Chance if you've Summoned a Totem Recently
  • Totems Taunt Enemies around them for 1 second when Summoned
Quantity: 4
  • 5% chance to throw up to 4 additional Traps
  • 8% Chance for Traps to Trigger an additional time
  • Can have up to 5 additional Traps placed at a time
  • 60% increased Trap Trigger Area of Effect
  • Recover 30 Life when your Trap is triggered by an Enemy
  • Traps cannot be Damaged
Quantity: 4
  • 3% chance to deal Triple Damage
  • 40% increased Damage with Hits against Rare and Unique Enemies
  • 10% increased Armour per Red Socket on Main Hand Weapon
    10% increased Evasion Rating per Green Socket on Main Hand Weapon
  • 15% more Stun Duration with Two Handed Weapons
  • Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments
    10% reduced Attack Speed
  • Ruthless Hits Intimidate Enemies for 4 seconds
Quantity: 4
  • 10% chance to gain a Power Charge on Critical Strike with Wands
  • Unnerve Enemies for 4 seconds on Hit with Wands
  • Wand Attacks fire an additional Projectile
  • Increases and Reductions to Spell Damage also apply to Attacks while wielding a Wand
  • 0.5% of Attack Damage Leeched as Life
    0.5% of Attack Damage Leeched as Mana
  • Intelligence is added to Accuracy Rating with Wands
Quantity: 6
  • Warcries cannot Exert Travel Skills
  • Recover 15% of Life when you use a Warcry
  • Warcries have a minimum of 10 Power
  • Warcries Debilitate Enemies for 1 second
  • Remove all Damaging Ailments when you Warcry
  • Warcries have 10% chance to Exert 3 additional Attacks
Quantity: 3
  • 5% increased Attributes
  • 1% increased Damage per 5 of your lowest Attribute
  • +5 to Strength per Allocated Mastery Passive Skill
  • +5 to Intelligence per Allocated Mastery Passive Skill
  • +5 to Dexterity per Allocated Mastery Passive Skill
Quantity: 6
  • 65% reduced Effect of Withered on you
  • Your Elemental Resistances cannot be lowered by Curses
  • Corrupted Blood cannot be inflicted on you
  • You cannot be Maimed
    You cannot be Hindered
  • You cannot be Impaled
  • Damaging Ailments Cannot Be inflicted on you while you already have one
    Non-Damaging Ailments Cannot Be inflicted on you while you already have one
Quantity: 4
  • Enemies near your Banner are Maimed
  • Gain 5 Valour when you Warcry, if able
  • Remove a random Ailment on you when you consume at least 10 Valour to place a Banner
  • Recover 3% of Life per 5 Valour consumed to place a Banner
  • Enemies near your Banner take 8% increased Damage
Quantity: 4
  • Every Rage also grants 1% increased Stun Threshold
  • 1% increased Movement Speed per 5 Rage
  • Inherent loss of Rage is 20% faster
    +7 to Maximum Rage
  • Warcries grant 1 Rage per 5 Enemy Power, up to 5
  • 25% increased Maximum total Life Recovery per second from Leech while at maximum Rage
  • Nearby Enemies are Intimidated while you have Rage
Quantity: 5
  • The first 6 Mana Burn applied to you have no effect
  • 30% increased Evasion Rating while you have an active Tincture
  • 1% increased Flask Charges gained per Mana Burn on you
  • Flasks adjacent to applied Tincture have 10% increased Effect when
    used if you've Hit an enemy with a Weapon Recently
  • Tinctures deactivate when you have 12 or more Mana Burn
Quantity: 5
  • 80% increased Duration of Ailments inflicted by Retaliation Skills
  • Retaliation Skills Debilitate Enemies for 3 seconds on Hit
  • 20% increased Armour for each different Retaliation Skill you've used in the past 10 seconds
  • 10% chance when you use a Retaliation Skill for a different Retaliation Skill to become Usable
  • 40% reduced Cost of Retaliation Skills

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Passive Mastery

Outside of the class start locations, all passive skill clusters that have a notable passive in them can now contain a Passive Mastery. When you allocate the first notable passive in each cluster, a mastery becomes available to allocate in that cluster. When you spend a passive skill point on the mastery, you can choose a specific stat to gain. This list is shared with all clusters on the tree that have the same theme, so you can travel to any of them to get the stats you want. As you allocate a mastery stat, it's crossed off the list for that theme.

This mastery system has essentially let us add hundreds of powerful new notable passives that you can access from all over the tree. In addition to the stats that we moved into masteries when consolidating power in the rest of the tree, we got to come up with a bunch of new interesting niche stuff to enable even more builds.

  • Allocating a notable passive allows you to select a shared "Passive Mastery" across similar passive clusters that provides a small benefit to characters.
  • Each specific passive mastery can only be allocated a single time. For example: you may allocate multiple "fire" notables and allocate multiple fire masteries, but you cannot stack a specific fire modifier.
  • Intuitive Leap ,Thread of Hope and Oil cannot unlock masteries
  • Timeless Jewels do not affect passive tree masteries.

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