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[[File:Charges screenshot.jpg|thumb|A witch surrounded by multiple charges. 5 Power charges (blue orbs) and 1 Endurance charge (orange orb).]]
[[File:Charges screenshot.jpg|thumb|A Shadow surrounded by multiple charges. 3 Frenzy charges (green orbs) and 2 Power charges (blue orbs).]]
{{for|flask charge|flask}}
'''Charges''' are counters that are represented as glowing orbs around an entity. They are not [[buff]]s.<ref name="ChargeIcon"/>


'''Charges''' are temporary stackable [[buff]]s, that are represented as glowing orbs around the creature. Charges can also be identified by having a specific silver border around the icon.<ref name="ChargeIcon"/>
__TOC__


There are three types of charges, each corresponding to a different core [[attribute]]:
==Charge types==
* [[Endurance charge]]s are associated with [[strength]].
There are three types of charge every character can have, each corresponding to a different core [[attribute]]:
* [[Frenzy charge]]s are associated with [[dexterity]].
* {{stl|Endurance Charge|Endurance Charge}}s are associated with [[strength]].
* [[Power charge]]s are associated with [[intelligence]].
* {{stl|Frenzy Charge|Frenzy Charge}}s are associated with [[dexterity]].
* {{stl|Power Charge|Power Charge}}s are associated with [[intelligence]].


Each type of charge grants different bonuses. Charge bonuses increase proportional to the number of accumulated charges of that type.
Three alternative charges from belts dropped from [[Maven]]:
* {{stl|Brutal Charge}}s (replaces endurance charge).
* {{stl|Affliction Charge}}s (replaces frenzy charge).
* {{stl|Absorption Charge}}s (replaces power charge).
 
Other charges in the game that do not have any default effects, but are required for other skills, items, or passives are:
* {{stl|Spirit Charge}}s from items like [[Lightpoacher]] and [[Hale Negator]].
* {{stl|Divinity Charge}}s from {{il|Garb of the Ephemeral}}.
* {{stl|Void Charge}}s from {{il|Voidfletcher}}.
* {{stl|Siphoning Charge}}s from {{il|Disintegrator}}.
* {{stl|Challenger Charge}}s from the {{psl|Arena Challenger}} notable on the [[Gladiator]] ascendancy.
* {{stl|Blitz Charge}}s from {{psl|Blitz}} notable on the [[Berserker]] ascendancy.
* {{stl|Fanatic Charge}}s from {{psl|Instruments of Zeal}} notable on the [[Inquisitor]] ascendancy.
* {{stl|Inspiration Charge}}s from {{il|Inspiration Support}}.


==Mechanics==
==Mechanics==
Charges are accumulated by the use of certain [[skill]]s and [[equipment]], and have a duration of ten seconds by default.<ref name="ChargeDuration"/> This duration can be increased or decreased with specific [[passive skill]]s and unique items. Gaining a charge resets the duration of all accumulated charges of the same type.  
Charges are counters: they do not grant stats like buffs do, they only set a number that stats possessed by the character or a skill can scale off. All charges are expected to have a duration that refreshes when a new charge of that type is added, and a visual effect that orbits the character.<ref>https://www.reddit.com/r/pathofexile/comments/7za8n3/will_champions_adrenaline_and_berserkers_rage_be/dumoiou/?context=2</ref> 
 
===Charge gain===
Charges can be gained in many ways, such as [[skill]]s, [[passive]]s, [[item]] [[modifiers]], [[allies]], and even from enemies. 
 
A special limitation applies to Endurance, Frenzy, and Power charge gain from [[hit]]s with skills: most skills are limited to granting 1 of each type of charge per skill use. For example, one use or trigger of {{il|Frenzy}} that hits multiple enemies through [[chain]]ing [[projectiles]] or {{il|Melee Splash Support}} will only grant the user 1 Frenzy charge.
 
Exceptions to the above rule exist. The following skills may gain multiple charges per skill use:<ref>https://discord.com/channels/174993814845521922/175005585203396622/1208159035770150973</ref>
* [[Channelling]] skills that hit ''while'' channelling (e.g. {{il|Cyclone}}, {{il|Divine Ire}})
* Skills with a [[reservation]] that hit (e.g. {{il|Tempest Shield}}, {{il|Herald of Ice}})
* [[Brand]] skills
* [[Orb (gem tag)|Orb]] skills
* {{il|Power Siphon}}, {{il|Blade Vortex}}, {{il|Rage Vortex}}, {{il|Bladestorm}}, {{il|Storm Rain}}, and certain [[Vaal skill]]s
 
===Charge loss===
Charges have a limited duration, which is 10 seconds for the three default charges.<ref name="ChargeDuration"/> This may be extended with modifiers to charge duration (e.g. {{psl|Swift Killer}}) or {{il|Temporal Chains}}.
 
Charges may also be removed or consumed by item or skill effects. Additionally, map modifiers can allow enemies to steal Endurance, Frenzy, and Power charges from the player.
 
===Maximum charges===
Characters have a default maximum of three Endurance, Frenzy, and Power charges. This limit can be raised or lowered with certain passive skills and equipment. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained. However, the duration of all charges of that type will still be reset.
 
If maximum charges are lowered to 0, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is considered to be at maximum charges. However, 0/0 charge would not trigger the "reaching maximum charge" effect since your charges can never go from having less than maximum charges to maximum.
 
===Minimum Charges===
Certain mods grant {{c|mod|+X to Minimum Endurance/Frenzy/Power Charges}}, causing your character to always have that amount of charges.
 
Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using {{il|Flicker Strike}} with {{c|mod|+1 to Minimum Frenzy Charges}} at 1 Frenzy charge will never use that charge to remove its cooldown.
 
Maximum charges will take priority over minimum charges (e.g., with -2 to maximum charges and +2 to minimum charges, you will have 1 charge).<ref>https://www.reddit.com/r/pathofexile/comments/9yzfd2/here_is_a_new_veiled_mod_you_may_unveil_in/ea5py9r/?context=1</ref>


By default, characters can accumulate a maximum of three charges of each type. This limit can be raised or lowered with certain passive skills, equipment, and [[quest]] rewards. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained; however, the duration of all charges of that type will still be reset.
Having a net negative number of minimum charges does not have any detrimental effects, although it will counteract your other sources of minimum charges.


Maximum number of charges can also be lowered by the following sources:
===Proxies===
* {{il|Fragility}}
Because [[proxies]] use the player's skill, and the player's skill has the player's stats, proxies normally cannot benefit from Frenzy or Power charges. To avoid confusion, most proxies are not allowed to gain them.<ref>https://www.pathofexile.com/forum/view-thread/54074#p683293</ref> Proxies ''can'' gain Endurance charges if it would be meaningful for them, like [[totem]]s, in which case they gain the same bonuses as players and minions. Note that stats that check for current charges, such as {{il|Tectonic Slam}}'s {{c|mod|#% more Area of Effect per Endurance Charge}} will still check the player, not the totem.
* {{il|Pacifism}}
* {{il|Powerlessness}}
* {{il|Ahn's Heritage}}
* {{il|Ahn's Might}}
With 0 maximum charges, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is technically considered to be at maximum charges.


[[Totem]]s are able to gain Endurance charges but not Frenzy and Power charges. Since these charges would not have any effect on totems, the maximum Frenzy and Power charges on totems is zero. However, Frenzy and Power charges on the owner of the totems can affect the skills used by totems since their values are based on the user's stats.
Mirages summoned by {{il|The Saviour}} may have offensive charges. This does not affect their damage calculation, but the charges may be consumed to e.g. bypass {{il|Flicker Strike}}'s cooldown.  


==Effects on Characters==
==Effects on players and their minions==
'''Endurance charges:'''
'''Endurance charges:'''
{{#ask:  
{{#cargo_query: tables=generic_stats
[[-Has subobject::Character]]
|fields = stat_text
[[Has stat id::~*endurance_charge*]]
|where = name="Character" AND id LIKE "%endurance_charge%" AND id NOT LIKE "%max%"
[[Has stat id::!~*max*]]
|format = ul
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=-
}}
}}
'''Frenzy charges:'''
'''Frenzy charges:'''
{{#ask:  
{{#cargo_query: tables=generic_stats
[[-Has subobject::Character]]
|fields = stat_text
[[Has stat id::~*frenzy_charge*]]
|where = name="Character" AND id LIKE "%frenzy_charge%" AND id NOT LIKE "%max%"
[[Has stat id::!~*max*]]
|format = ul
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=-
}}
}}
'''Power charges:'''
'''Power charges:'''
{{#ask:  
{{#cargo_query: tables=generic_stats
[[-Has subobject::Character]]
|fields = stat_text
[[Has stat id::~*power_charge*]]
|where = name="Character" AND id LIKE "%power_charge%" AND id NOT LIKE "%max%"
[[Has stat id::!~*max*]]
|format = ul
|?Has stat text=
|format=ul
|sort=Has stat text
|mainlabel=-
}}
}}
==Effects on Monsters and Minions==
 
The effects of charges on [[monster]]s and [[minion]]s differs from effects on players.
==Effects on Monsters==
Enemies gain greater bonuses from charges:


'''Endurance charges:'''
'''Endurance charges:'''
{{#ask:
* 15% additional Physical [[Damage reduction|Damage Reduction]] per [[Endurance Charge]]  
[[-Has subobject::Monster]]
* +15% to all [[Elemental Resistance|Elemental Resistances]] per [[Endurance Charge]]
[[Has stat id::~*endurance_charge*]]
 
|?Has stat text=
|mainlabel=-
|format=ul
|sort=Has stat text
}}
'''Frenzy charges:'''
'''Frenzy charges:'''
{{#ask:
* 4% more [[Damage]] per [[Frenzy Charge]]
[[-Has subobject::Monster]]
* 15% increased [[Attack Speed]] per [[Frenzy Charge]]
[[Has stat id::~*frenzy_charge*]]
* 15% increased [[Cast Speed]] per [[Frenzy Charge]]
|?Has stat text=
* 5% increased [[Movement Speed]] per [[Frenzy Charge]]
|mainlabel=-
 
|format=ul
|sort=Has stat text
}}
'''Power charges:'''
'''Power charges:'''
{{#ask:
* 200% increased [[Critical Strike Chance]] per [[Power Charge]]
[[-Has subobject::Monster]]
[[Has stat id::~*power_charge*]]
|?Has stat text=
|mainlabel=-
|format=ul
|sort=Has stat text
}}


==Version history==
==Version history==
{{VersionHistoryTable|table=collapsed|width=100%}}
{{Version history table header}}
{{VersionHistoryRow|3.0.0}}
{{Version history table row|3.21.0|
* Power Charges now provide 50% increased Critical Strike Chance per Power Charge for players and minions (previously 40%).
}}
{{Version history table row|3.19.0|
* Minions now gain the same bonuses from Endurance, Frenzy and Power Charges as players do, rather than the significantly elevated bonuses that other Monsters gain.
}}
{{Version history table row|3.18.1c|
* Updated the description on the Map modifier that causes Monsters to have a chance to remove Power, Frenzy and Endurance Charges on Hit, as it can also remove any type of Charge on Hit (such as Inspiration or Void Charges).
}}
{{Version history table row|3.17.0|
* Introduced new modifiers that can roll on [[Map]]s, Expedition [[Logbook]]s, Heist [[Contract]]s, [[Blueprint]]s and [[Delve]] areas.
** This includes {{ml|MapMonstersStealChargesOnHitMapWorlds}} {{Undocumented}}
}}
{{Version history table row|3.0.0|
* Power Charges now grant 40% increased Critical Strike Chance per Charge (down from 50%).
* Power Charges now grant 40% increased Critical Strike Chance per Charge (down from 50%).
{{VersionHistoryRow|2.2.0}}
}}
{{Version history table row|2.2.0|
* [[Charge Duration]] and [[Overcharged]] passive skills behind [[Conduit]].
* [[Charge Duration]] and [[Overcharged]] passive skills behind [[Conduit]].
{{VersionHistoryRow|2.0.0}}
}}
{{Version history table row|2.0.0|
* Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.
* Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.
{{VersionHistoryRow|1.0.1}}
}}
{{Version history table row|1.0.1|
* New art has been added for Endurance, Power and Frenzy charges.
* New art has been added for Endurance, Power and Frenzy charges.
{{VersionHistoryRow|0.11.0}}
}}
{{Version history table row|0.11.0|
* Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
* Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
{{VersionHistoryRow|0.10.1}}
}}
{{Version history table row|0.10.1|
* Updated and shrunk the visual size of Frenzy, Endurance and Power charges.
* Updated and shrunk the visual size of Frenzy, Endurance and Power charges.
{{VersionHistoryRow|0.10.0}}
}}
{{Version history table row|0.10.0|
* Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
* Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
{{VersionHistoryRow|0.9.12qq}}
}}
{{Version history table row|0.9.12qq|
* Fixed a bug where an incorrect number of charges could be displayed around a character.
* Fixed a bug where an incorrect number of charges could be displayed around a character.
{{VersionHistoryRow|0.9.12m}}
}}
{{Version history table row|0.9.12m|
* Fixed two client crashes related to charges and skill cooldowns.
* Fixed two client crashes related to charges and skill cooldowns.
{{VersionHistoryRow|0.9.7d}}
}}
{{Version history table row|0.9.7d|
* Added two increased duration passives for each Charge type.
* Added two increased duration passives for each Charge type.
{{VersionHistoryRow|0.9.7}}
}}
{{Version history table row|0.9.7|
* Base maximum charges for each class are now 3 of each type rather than 2 of each type.
* Base maximum charges for each class are now 3 of each type rather than 2 of each type.
* The maximum number of additional charges you can get from the passive tree is now +3.
* The maximum number of additional charges you can get from the passive tree is now +3.
* All passives that gave bonus effects to charges were removed for now. This allows us to balance the charges to be more useful without making them mandatory.
* All passives that gave bonus effects to charges were removed for now. This allows us to balance the charges to be more useful without making them mandatory.
{{VersionHistoryRow|0.9.5}}
}}
{{Version history table row|0.9.5|
* Reduced the bonuses granted by Frenzy and Endurance charges.
* Reduced the bonuses granted by Frenzy and Endurance charges.
{{VersionHistoryRow|0.9.3d}}
}}
{{Version history table row|0.9.3d|
* Increased the physical damage reduction and resistances per Endurance Charge from 6 to 7.
* Increased the physical damage reduction and resistances per Endurance Charge from 6 to 7.
* Increased the bonus Critical Strike chance per Power Charge to +50%. For example, if your base Critical Strike chance is 7.5% and you have two Power Charges, the modified Critical Strike chance is 15%.
* Increased the bonus Critical Strike chance per Power Charge to +50%. For example, if your base Critical Strike chance is 7.5% and you have two Power Charges, the modified Critical Strike chance is 15%.
{{VersionHistoryRow|0.9.3}}
}}
{{Version history table row|0.9.3|
* Set the maximum number of each type of charge to two for all classes. Additional ones can be picked up in the passive tree.
* Set the maximum number of each type of charge to two for all classes. Additional ones can be picked up in the passive tree.
* Charges have been rebalanced. They have large effects now because the default limit is two of each type and it takes a substantial investment in the passive tree to get a large maximum.
* Charges have been rebalanced. They have large effects now because the default limit is two of each type and it takes a substantial investment in the passive tree to get a large maximum.
{{VersionHistoryRow|0.9.2}}
}}
{{Version history table row|0.9.2|
* Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
* Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
{{VersionHistoryRow|0.8.8}}
}}
{{Version history table row|0.8.8|
* Reduced critical strike chance per Power Charge to 3%.
* Reduced critical strike chance per Power Charge to 3%.
|}
}}
{{Version history table row|0.8.2|
* You can only gain one charge of each type per action now. (Only applied to frenzy charges, [[power charge]]s, and [[endurance charge]]s)
}}
{{Version history table row|0.8.1|
* You can now only gain one charge of each type per action you perform, all stats gained per active charge are now slightly worse. (Only applied to [[frenzy charge]]s, [[power charge]]s, and [[endurance charge]]s).
}}
{{Version history table end}}


==References==
==References==
Line 135: Line 184:


[[Category:Charges| ]]
[[Category:Charges| ]]
[[Category:SMW ask pages]]
[[ru:Заряд]]

Latest revision as of 13:46, 3 April 2024

A Shadow surrounded by multiple charges. 3 Frenzy charges (green orbs) and 2 Power charges (blue orbs).
For flask charge, see flask.

Charges are counters that are represented as glowing orbs around an entity. They are not buffs.[1]

Charge types

There are three types of charge every character can have, each corresponding to a different core attribute:

Three alternative charges from belts dropped from Maven:

Other charges in the game that do not have any default effects, but are required for other skills, items, or passives are:

Mechanics

Charges are counters: they do not grant stats like buffs do, they only set a number that stats possessed by the character or a skill can scale off. All charges are expected to have a duration that refreshes when a new charge of that type is added, and a visual effect that orbits the character.[2]

Charge gain

Charges can be gained in many ways, such as skills, passives, item modifiers, allies, and even from enemies.

A special limitation applies to Endurance, Frenzy, and Power charge gain from hits with skills: most skills are limited to granting 1 of each type of charge per skill use. For example, one use or trigger of Module Error: No results found for item using search term "item_name = Frenzy" that hits multiple enemies through chaining projectiles or Module Error: No results found for item using search term "item_name = Melee Splash Support" will only grant the user 1 Frenzy charge.

Exceptions to the above rule exist. The following skills may gain multiple charges per skill use:[3]

  • Channelling skills that hit while channelling (e.g. CycloneCycloneAttack, AoE, Movement, Channelling, Physical, Melee
    Level: (1-20)
    Cost: 2 Mana
    Attack Speed: 300% of base
    Attack Damage: (44-59)% of base
    Effectiveness of Added Damage: (44-59)%
    AoE Radius: 1.6
    Requires Level 28Channel this skill to move towards a targeted location while spinning constantly attacking enemies in an area around you. While channelling this skill, you cannot be knocked back.(5-28) to (8-42) Added Attack Physical Damage
    10% increased Area of Effect per 0.1 metre additional Melee Strike Range
    30% less Movement Speed

    Additional Effects From 1-20% Quality:
    (0.5-10)% more Movement Speed
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Divine IreDivine IreLightning, Spell, AoE, Channelling, Physical
    Level: (1-20)
    Cost: (3-5) Mana
    Cast Time: 0.22 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 45%
    Requires Level 28Channelling draws in energy around you to repeatedly build up stages, damaging a number of nearby enemies when you do so. Release to unleash this energy in a burst around you and a beam in front of you. Modifiers to area of effect do not affect the beam. Maximum of 10 Stages.Deals (17-203) to (25-305) Physical Damage
    50% of Physical Damage Converted to Lightning Damage
    Damages 5 nearby Enemies when you gain Stages
    Beam deals 240% more Damage with Hits per Stage after the first
    Beam deals 100% more Damage with Ailments per Stage after the first

    Additional Effects From 1-20% Quality:
    (1-20)% increased beam width
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    )
  • Skills with a reservation that hit (e.g. Module Error: No results found for item using search term "item_name = Tempest Shield", Module Error: No results found for item using search term "item_name = Herald of Ice")
  • Brand skills
  • Orb skills
  • Module Error: No results found for item using search term "item_name = Power Siphon", Blade VortexBlade VortexSpell, AoE, Duration, Physical
    Level: (1-20)
    Cost: (6-16) Mana
    Cast Time: 0.50 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 30%
    Requires Level 12This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.Deals (3-140) to (5-211) Physical Damage
    Base duration is 4.00 seconds
    +(0-0.2) metres to radius
    35% increased Hit Rate for each blade
    35% more Damage for each blade
    Can have up to 10 active spinning blades

    Additional Effects From 1-20% Quality:
    +(0.25-5)% increased Hit Rate for each blade
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Module Error: No results found for item using search term "item_name = Rage Vortex", BladestormBladestormAttack, AoE, Duration, Melee
    Level: (1-20)
    Cost: 8 Mana
    Attack Speed: 70% of base
    Attack Damage: (105-150)% of base
    Effectiveness of Added Damage: (105-150)%
    Requires Level 28Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.Base duration is 3.00 seconds
    (70-108)% more Damage with Bleeding while in Blood Stance
    (10-12)% more Attack Speed while you're in a Blood Bladestorm
    Maximum of 3 Bladestorms at a time
    Sand Bladestorms grant (30-38)% increased Movement Speed to you
    Bladestorm deals 50% less Damage with Hits and Ailments

    Additional Effects From 1-20% Quality:
    +(0.05-1) to Maximum number of Bladestorms at a time
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Module Error: No results found for item using search term "item_name = Storm Rain", and certain Vaal skills

Charge loss

Charges have a limited duration, which is 10 seconds for the three default charges.[4] This may be extended with modifiers to charge duration (e.g. Swift Killer) or Module Error: No results found for item using search term "item_name = Temporal Chains".

Charges may also be removed or consumed by item or skill effects. Additionally, map modifiers can allow enemies to steal Endurance, Frenzy, and Power charges from the player.

Maximum charges

Characters have a default maximum of three Endurance, Frenzy, and Power charges. This limit can be raised or lowered with certain passive skills and equipment. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained. However, the duration of all charges of that type will still be reset.

If maximum charges are lowered to 0, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is considered to be at maximum charges. However, 0/0 charge would not trigger the "reaching maximum charge" effect since your charges can never go from having less than maximum charges to maximum.

Minimum Charges

Certain mods grant +X to Minimum Endurance/Frenzy/Power Charges, causing your character to always have that amount of charges.

Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using Module Error: No results found for item using search term "item_name = Flicker Strike" with +1 to Minimum Frenzy Charges at 1 Frenzy charge will never use that charge to remove its cooldown.

Maximum charges will take priority over minimum charges (e.g., with -2 to maximum charges and +2 to minimum charges, you will have 1 charge).[5]

Having a net negative number of minimum charges does not have any detrimental effects, although it will counteract your other sources of minimum charges.

Proxies

Because proxies use the player's skill, and the player's skill has the player's stats, proxies normally cannot benefit from Frenzy or Power charges. To avoid confusion, most proxies are not allowed to gain them.[6] Proxies can gain Endurance charges if it would be meaningful for them, like totems, in which case they gain the same bonuses as players and minions. Note that stats that check for current charges, such as Module Error: No results found for item using search term "item_name = Tectonic Slam"'s #% more Area of Effect per Endurance Charge will still check the player, not the totem.

Mirages summoned by Module Error: No results found for item using search term "item_name = The Saviour" may have offensive charges. This does not affect their damage calculation, but the charges may be consumed to e.g. bypass Module Error: No results found for item using search term "item_name = Flicker Strike"'s cooldown.

Effects on players and their minions

Endurance charges:

Frenzy charges:

Power charges:

Effects on Monsters

Enemies gain greater bonuses from charges:

Endurance charges:

Frenzy charges:

Power charges:

Version history

Version Changes
3.21.0
  • Power Charges now provide 50% increased Critical Strike Chance per Power Charge for players and minions (previously 40%).
3.19.0
  • Minions now gain the same bonuses from Endurance, Frenzy and Power Charges as players do, rather than the significantly elevated bonuses that other Monsters gain.
3.18.1c
  • Updated the description on the Map modifier that causes Monsters to have a chance to remove Power, Frenzy and Endurance Charges on Hit, as it can also remove any type of Charge on Hit (such as Inspiration or Void Charges).
3.17.0
  • Introduced new modifiers that can roll on Maps, Expedition Logbooks, Heist Contracts, Blueprints and Delve areas.
    • This includes of Enervationof Enervation
      Suffix
      10% increased Quantity of Items found in this Area
      6% increased Rarity of Items found in this Area
      4% increased Pack size
      Monsters steal Power, Frenzy and Endurance charges on Hit
      [Undocumented This change was not documented by any official sources. It was discovered through player testing or datamining.]
3.0.0
  • Power Charges now grant 40% increased Critical Strike Chance per Charge (down from 50%).
2.2.0
2.0.0
  • Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.
1.0.1
  • New art has been added for Endurance, Power and Frenzy charges.
0.11.0
  • Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
0.10.1
  • Updated and shrunk the visual size of Frenzy, Endurance and Power charges.
0.10.0
  • Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
0.9.12qq
  • Fixed a bug where an incorrect number of charges could be displayed around a character.
0.9.12m
  • Fixed two client crashes related to charges and skill cooldowns.
0.9.7d
  • Added two increased duration passives for each Charge type.
0.9.7
  • Base maximum charges for each class are now 3 of each type rather than 2 of each type.
  • The maximum number of additional charges you can get from the passive tree is now +3.
  • All passives that gave bonus effects to charges were removed for now. This allows us to balance the charges to be more useful without making them mandatory.
0.9.5
  • Reduced the bonuses granted by Frenzy and Endurance charges.
0.9.3d
  • Increased the physical damage reduction and resistances per Endurance Charge from 6 to 7.
  • Increased the bonus Critical Strike chance per Power Charge to +50%. For example, if your base Critical Strike chance is 7.5% and you have two Power Charges, the modified Critical Strike chance is 15%.
0.9.3
  • Set the maximum number of each type of charge to two for all classes. Additional ones can be picked up in the passive tree.
  • Charges have been rebalanced. They have large effects now because the default limit is two of each type and it takes a substantial investment in the passive tree to get a large maximum.
0.9.2
  • Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
0.8.8
  • Reduced critical strike chance per Power Charge to 3%.
0.8.2
0.8.1

References

ru:Заряд