Totem
Old: horsepowerhsu 2021-08-24 18:20:16
New: Yueren 2021-08-27 15:05:50
Old | New | Differences | |
---|---|---|---|
1 | - | # Vaal side area | |
1 | + | # Totem | |
2 | + | **Totems** are a type of creature. Totems appear in the game as [[monster]]s, and also as [[allies]] created by certain skills. Like any other creature, totems have life, and they will be destroyed if their life drops to zero. Totems do not leave exploitable [[corpse]]s. Totems cast by players use their skills according to the player's stats, including modifiers from [[charge]]s and [[buff]]s (like [[aura]]s) affecting the player. | |
2 | 3 | ||
3 | - | A **Vaal side area** or **corrupted area** is a randomly-generated side area indicated by a glowing, beating heart and swirling ribbons of blood. Every corrupted area contains a boss, guarding a Vaal Vessel that drops Vaal Skill Gems, Vaal Fragments, and corrupted equipment. One Vaal skill gem is guaranteed to drop. Near the vessel there is a Vaal Letter or Research Journal, which provides Vaal-related lore. The [[Hidden Vaal Pathways]] [[prophecy]] will guarantee a corrupted area be spawned. | |
4 | + | ## Totems as monsters | |
5 | + | Totems appear in some areas, such as [[the Ancient Pyramid]], and are just like any other monster, except that they usually cannot [[attack]]<sup>1</sup> or move<sup>2</sup>. They are commonly found projecting [[aura]]s that affect nearby monsters. | |
4 | 6 | ||
5 | - | ||
7 | + | There are several unique totem monsters, for example [[Kuduku, the False God]] (who always appears in [[The Ledge]]), [[Puruna, The Challenger]], the boss of [[Atoll Map]] and the totem bosses of [[Olmec's Sanctum]]. | |
6 | 8 | ||
7 | - | ||
9 | + | 1. In map with <span class="explicitMod">Area contains many Totems</span> modifier, some totems cast skills for example, the [[Ice Nova]]. | |
8 | 10 | ||
9 | - | A [Vaal fragment](Map_fragment) can be used in the [[Map Device]] to generate a random Vaal side area. | |
11 | + | 2. Except [[Lightning Warp]] totems. | |
12 | + | ||
13 | + | ## Totems as allies | |
14 | + | Certain skills allow the player to summon a totem ally. Depending on the skill, totem will then attack, cast spells, or project an aura for the player. It will continue to cast until it is destroyed or its duration expires, unless using an offensive spell (including minion summoning), in which case they will cast until there are no enemies in range (and start again if enemies enter their range). These skills have the Totem gem tag. | |
15 | + | ||
16 | + | The act of summoning a totem can be sped up by <span class="explicitMod">increased Totem Placement Speed</span> modifiers. As of version 3.0.0, base totem placement time is 600 milliseconds, and base ballista totem placement time is 350 milliseconds | |
17 | + | ||
18 | + | Totems allies are not considered to be minions, and are therefore not affected by minion-specific modifiers such as <span class="explicitMod">increased Minion Damage</span> and [[Minion Instability]]. | |
19 | + | ||
20 | + | Totems are also **not** considered party members. | |
21 | + | ||
22 | + | Any auras projected by the totem will affect all of the player's allies, including minions and party members. Auras and aura-like effects can affect totems (this includes degeneration effects), summoned totems are only affected by auras that affect defensive properties, summoned totems still use their summoner's skills. In order for an offensive aura to have an effect, it must affect the summoner, not the totem. | |
23 | + | ||
24 | + | ### Active totem limit | |
25 | + | By default a player can have only one (1) active totem at any time. Summoning a totem with the maximum number of totems active will cause the oldest living totem to be destroyed. This is a global limit among all skills, for example if the player has a [[Rejuvenation Totem]] active, and then casts [[Decoy Totem]], the Rejuvenation Totem will be destroyed and a Decoy Totem will be created. | |
26 | + | ||
27 | + | Totems can have different maximum active totem limits. If a totem is summoned at the maximum limit of totems, it will destroy the oldest totem without breaking the totem limit. | |
28 | + | ||
29 | + | The following grants additional global totem limit: | |
30 | + | ||
31 | + | - [[Ancestral Bond]] | |
32 | + | - Ascendant's [[Hierophant]] passive skill | |
33 | + | - [[Hierophant]]'s [[Pursuit of Faith]] passive skill | |
34 | + | - [[Soul Mantle]] | |
35 | + | - [[Skirmish]] | |
36 | + | - [[Tukohama's Fortress]]Shaper shields with the <span class="explicitMod">+1 to maximum number of Summoned Totems</span> mod | |
37 | + | ||
38 | + | The following grants additional local totem limit: | |
39 | + | ||
40 | + | - [[Multiple Totems Support]] | |
41 | + | - [[Iron Commander]] | |
42 | + | ||
43 | + | The [[Runebinder]] keystone applies -1 to maximum totems. | |
44 | + | ||
45 | + | This allows for a theoretical maximum limit of 5 of any type of totems, not including local totem limit increases. | |
46 | + | ||
47 | + | ### Totem range | |
48 | + | Totems have an aggro range which determines how far they can "see" for the purposes of targeting enemies with attacks and spells. Totem range is not considered an [[area of effect]], and will not be altered by AoE [[modifiers]]. Divergent quality grants 1% increased Totem Range per 1% quality on Spell and Ballista Totem Supports and 2% increased Activation Range per 1% quality on the [[Ancestral Protector]] and [[Ancestral Warchief]]skills. | |
49 | + | ||
50 | + | ### Skills cast by totems | |
51 | + | Skills used by totems are affected by the player's passive skills, equipment, and linked support gems. Skills used by totems use the player's weapon when applicable. For example, [[Ballista Totem]] may use [[Frenzy]] if the player has a ranged weapon equipped. | |
52 | + | ||
53 | + | Totems use the player's own skills as though the player had cast them. Therefore, [[buff]]s and [[charge]]s (except Endurance Charges) on the player will apply to totems. Totems themselves have a maximum [[Power Charge]] and [[Frenzy Charge]] limit of zero. Any charges generated by the totem are simply discarded, and will not transfer back to the player. | |
54 | + | ||
55 | + | Note that the totem casts the player's skill, meaning that the skill is paid for with the totem's [[mana]] (or life if it is affected by [[Blood Magic]]), and any [reflected damage](Damage_reflection) will be reflected onto the totem, not the player. | |
56 | + | ||
57 | + | Totems will follow the skill's cooldown and stored number of uses. | |
58 | + | ||
59 | + | Kills made by totems are credited to the creator of the totem for the purposes of experience gain, but effects such as life [[gain on kill]] will not affect the player. | |
60 | + | ||
61 | + | However, totems can benefit from some on-kill effects such as explosions (e.g. caused by [[Haemophilia]] gloves or Gladiator's bleed explosions). Even though those effects specify that they will work when you kill the enemy, they do function when your totems are credited with kills. Another working effect is application of on-hit curses granted by corrupted implicits on gloves, unique explicits (notably Temporal Chains on [[Asenath's Gentle Touch]]), or influenced/delve rings; totems will apply them as if you applied them (tested and confirmed Dec. 2020 using Ballistas). | |
62 | + | ||
63 | + | Any Minions created by the totem are treated as if they had been cast by the player, and are subject to the same maximum minion limits, will get the benefits of [[Necromantic Aegis]], and so on. | |
64 | + | ||
65 | + | Unlike <span class="explicitMod">attack speed</span> and <span class="explicitMod">cast speed</span>, Action speed modifiers on a character will not affect the speed at which their totems cast or attack skills. Individual Totems each have their own action speed modifiers and they can be altered by things like slipstreams and chill. | |
66 | + | ||
67 | + | ### Totem stats | |
68 | + | While skills cast by the totem are affected by all modifiers affecting the player, the stats of the totem itself are not. The totem will not benefit from passive skills or gear that increase life or energy shield, will not be affected by Chaos Inoculation or increased resistances, the totem is not considered to be wearing the player's armour, and so forth. Totems have a standard 40% elemental resistance and 20% chaos resistance, regardless of any resistance penalties applied on the player. | |
69 | + | ||
70 | + | Generic <span class="explicitMod">+% increased/decreased Skill Effect Duration</span> modifiers will not affect the lifetime of totems. | |
71 | + | ||
72 | + | ### Totem buffs | |
73 | + | [[Ancestor Totem]]s can give a maximum of three buffs on the character at once. One for each totem. | |
74 | + | ||
75 | + | ## Totem skills | |
76 | + | When a Trap, Remote Mine, and Totem skill are all linked in combination, the result is a skill that lays a mine. When the mine is detonated, it lays a trap. When the trap is sprung, it places a totem, which then can cast the linked skill. | |
77 | + | ||
78 | + | Therefore totems can never lay traps or mines. Totems can not be made to place other totems. | |
79 | + | ||
80 | + | Totems do not work with trigger gems. They can not be summoned by them nor [[trigger]] any further effects. |