Passive Mastery: Difference between revisions

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Table of Passive Masteries
'''Passive Masteries''' are special [[passive skill]]s present on most passive skill clusters of the skill tree, which can be allocated after allocating a notable in their cluster. They are found in all passive clusters outside of the class starting areas. Once allocated, the player can choose a bonus from a list of thematically appropriate passive bonuses from the mastery to obtain. Allocating a mastery passive requires one skill point. The set of mastery passives offered are shared among their respective cluster categories, so for example a player can allocate a Fire Mastery from any of several Fire-related clusters, but the same mastery cannot be allocated twice.


Allocating a notable passive by any means without it being connected to the rest of the skill tree (via [[Anointing]], [[Intuitive Leap]], [[Thread of Hope]], etc.) does not allow you to allocate its associated Mastery passive.


{| class="wikitable sortable"
==List of Passive Masteries==
|+ Passive Masteries
{{main|List of Passive Masteries}}
|-
! Name !! Count !! Stats
|-
| Accuracy Mastery || 4 ||
*30% increased Accuracy Rating if you haven't Killed Recently
*Precision has 100% increased Mana Reservation Efficiency
*Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity
*40% increased Accuracy Rating against Unique Enemies
|-
| Armour Mastery || 5 ||
*+600 to Armour while affected by a Guard Skill Buff
*You take 30% reduced Extra Damage from Critical Strikes
*20% chance to Defend with 200% of Armour
*50% increased Stun Threshold
*Determination has 25% increased Mana Reservation Efficiency
*100% increased Armour from Equipped Shield
|-
| Fortify Mastery || 2 ||
*Melee Hits Fortify
-3 to maximum Fortification
*+3 to maximum Fortification
*100% increased Fortification Duration
*10% reduced Damage over Time Taken while you have at least 20 Fortification


{{:List of Passive Masteries}}


|-
==Version history==
| Armour and Energy Shield Mastery || 2 ||  
{{Version history table header}}
*+1 to Armour per 1 Maximum Energy Shield on Helmet
{{Version history table row|3.21.0|
*Defend with 120% of Armour while not on Low Energy Shield
* Half of the Masteries are reworked and have 6 Masteries in each group. Read {{section link|version 3.21.0|Passive Skill Tree Mastery Changes}} and {{section link|version 3.21.0|Removed Masteries}} for details.
*Increases and Reductions to Armour also apply to Energy Shield Recharge rate at 20% of their value
}}
*20% reduced Effect of Curses on you
{{Version history table row|3.19.0|
* "80% increased Critical Strike Chance against Shocked Enemies" is no longer a Lightning Mastery option. It has been replaced with "Shocks you inflict spread to other Enemies within a Radius of 10".
* The Reservation Mastery that granted 15% increased Mana Reservation Efficiency of Skills has been removed from the Passive Skill Tree.
* The Reservation Mastery that grants increased Life Reservation Efficiency of Skills now has a value of 20% (previously 30%).
* The Reservation Mastery that causes Auras from your Skills to have an increased Effect on you now has a value of 10% (previously 15%).
}}
{{Version history table row|3.17.0|
*Improve the Mastery options on Bow Passive clusters.
** We have replaced the Bow Mastery stats that gave "Movement Speed while Phasing" and "Phasing on Kill". We've also replaced the mastery that gave "Increased Damage while you are wielding a Bow and have a Totem".
** New mastery: "Increases and Reductions to Projectile Speed also apply to Damage with Bows"
** New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
** Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
** Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate" (previously 60%)


|-
* Added a new Mark Mastery: 10% chance to gain a Frenzy Charge on Hit against a Marked Enemy
| Attack Mastery || 8 ||
}}
*+3 to Melee Strike Range
{{Version history table row|3.16.0|
*Strike Skills which target additional Enemies can do so from 30% further away
* Introduced to the game.
*50% increased Mana Reservation Efficiency of Stance Skills
}}
*40% increased Melee Damage with Hits at Close Range
{{Version history table end}}
*1% increased Attack Damage per 16 Strength
*Ruthless Hits Intimidate Enemies for 4 seconds
|-
| Spell Suppression Mastery || 3 ||
*Prevent +2% of Suppressed Spell Damage
*Debilitate Enemies for 1 second when you Suppress their Spell Damage
*Critical Strike Chance is increased by chance to Suppress Spell Damage
*You take 50% reduced Extra Damage from Suppressed Critical Strikes
*+10% chance to Suppress Spell Damage if your Boots, Helmet and Gloves have Evasion
 
|-
| Impale Mastery || 3 ||
*Dread Banner has 100% increased Mana Reservation Efficiency
*Impale Damage dealt to Enemies Impaled by you Overwhelms 20% 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
|-
| Blind Mastery || 2 ||
*30% increased Blind Effect
*100% increased Blind duration
*60% increased Critical Strike Chance against Blinded Enemies
*Cannot be Blinded
 
|-
| Flask Mastery || 8 ||
*Recover 10% of Life when you use a Life Flask while on Low Life
*Utility Flasks gain 1 Charge every 3 seconds
*Life Flasks gain 1 Charge every 3 seconds
*Mana Flasks gain 1 Charge every 3 seconds
*Flasks applied to you have 10% increased Effect
*Remove a random Elemental Ailment when you use a Mana Flask
*Remove a random non-Elemental Ailment when you use a Life Flask
|-
| Leech Mastery || 8 ||
*20% increased Maximum total Life Recovery per second from Leech
*30% increased Maximum total Mana Recovery per second from Leech
*30% increased Maximum total Energy Shield Recovery per second from Leech
*30% increased Damage while Leeching
*100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
 
|-
| Axe Mastery || 4 ||
*Enemies you hit are destroyed on Kill
*Bleeding you inflict deals Damage 15% faster
*40% increased Onslaught Effect
*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
*Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second
 
|-
| Bleeding Mastery || 2 ||
*Moving while Bleeding doesn't cause you to take extra Damage
*60% increased Damage with Bleeding inflicted on Poisoned Enemies
*60% increased Bleeding Duration
*80% increased Critical Strike Chance against Bleeding Enemies
*+3% to Damage over Time Multiplier for Bleeding per Endurance Charge
 
|-
| Block Mastery || 3 ||
*+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
*3% increased Spell Damage per 5% Chance to Block Spell Damage
*3% increased Attack Damage per 5% Chance to Block Attack Damage
 
|-
| Bow Mastery || 5 ||
*Blink Arrow and Mirror Arrow have 60% 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
*50% increased Mirage Archer Duration
*8% increased Movement Speed while Phasing
*20% chance to gain Phasing for 4 seconds on Kill
*35% increased Damage while you are wielding a Bow and have a Totem
 
|-
| Projectile Mastery || 3 ||
*Projectiles deal 20% increased Damage for each Enemy Pierced
*Projectiles deal 20% increased Damage 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
|-
| Brand Mastery || 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
|-
|
Caster Mastery
||
8
||
*Final Repeat of Spells has 30% increased Area of Effect
*Spells cause you to gain Mana equal to their Upfront Cost every fifth time you Pay it
*Cannot be Chilled or Frozen while Casting a Spell
*Spells which can gain Intensity have +1 to maximum Intensity
*Skills supported by Unleash have +1 to maximum number of Seals
*1% increased Spell Damage per 16 Intelligence
|-
| Chaos Mastery
||
3
||
*+1% to Chaos Damage over Time Multiplier per 4% Chaos Resistance
*+1 to Level of all Chaos Skill Gems
Lose 10% of Life and Energy Shield when you use a Chaos Skill
*20% increased Effect of Withered
*0.5% of Chaos Damage Leeched as Energy Shield
+17% to Chaos Resistance
40% of Physical Damage Converted to Chaos Damage
|-
| Charge Mastery
||
4
||
*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
 
|-
| Claw Mastery
||
4
||
*1% of Attack Damage Leeched as Life
*1% of Attack Damage Leeched as Mana
*20% chance to Blind Enemies on Critical Strike
*+10 Life gained for each Enemy hit by your Attacks
+5 Mana gained for each Enemy hit by your Attacks
*6% chance to gain a Frenzy Charge and a Power Charge on Kill
*Enemies Poisoned by you cannot deal Critical Strikes
*Skills Supported by Nightblade have 40% increased Effect of Elusive
 
|-
| Cold Mastery
||
5
||
*Enemies Become Chilled as they Unfreeze, causing 30% reduced Action Speed
*40% of Physical Damage Converted to Cold Damage
*60% increased Freeze Duration on Enemies
*25% chance to gain a Frenzy Charge when you Shatter an Enemy
*Cold Exposure you inflict applies an extra -5% to Cold Resistance
*Curses on Enemies in your Chilling Areas have 15% increased Effect
 
|-
| Critical Mastery
||
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 on Full Life
 
 
|-
| Curse Mastery ||
5
||
*+20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies
*20% chance for Hexes you Cast which can gain Doom to be applied with Maximum Doom
*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
*30% increased Mana Reservation Efficiency of Curse Aura Skills
 
|-
| Mark Mastery ||
2
||
*25% increased Effect of your Marks
*Enemies near your Marked Enemy are Blinded
*10% increased Movement Speed if you've cast a Mark Spell Recently
*Life Flasks gain a Charge when you hit your Marked Enemy, no more than once every 0.5 seconds
|-
| Link Mastery ||
2
||
*Enemies inflict Elemental Ailments on you instead of Linked targets
*20% increased Damage per Linked target
*Your Linked Targets take 5% reduced Damage
*Enemies near your Linked targets have Fire, Cold and Lightning Exposure
 
|-
| Dagger Mastery ||
4
||
*+100% to Critical Strike Multiplier against Enemies that are on Full Life
*Critical Strikes have Culling Strike
*+8% 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
*15% more Maximum Physical Attack Damage with Daggers
*Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
|-
| Life Mastery ||
19
||
*10% increased maximum Life
10% reduced Life Recovery rate
*Regenerate 2% of Life per second while moving
*+50 to maximum Life
*15% reduced Life Cost of Skills
*50% increased Life Recovery from Flasks used when on Low Life
*Vitality has 100% increased Mana Reservation Efficiency
|-
| Damage Over Time Mastery ||
4
||
*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
|-
| Dual Wielding Mastery ||
3
||
*+15% 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
|-
| Duration Mastery ||
2
||
*10% more Skill Effect Duration
*10% less Skill Effect Duration
*Debuffs on you expire 15% faster
*20% reduced Elemental Ailment Duration on you
|-
| Elemental Mastery ||
6
||
*Exposure you inflict applies at least -18% to the affected Resistance
*60% reduced Reflected Elemental Damage taken
*Gain 10% of Physical Damage as Extra Damage of a random Element
*40% increased Effect of Non-Damaging Ailments
*+15% to all Elemental Resistances
*1% of Elemental Damage Leeched as Energy Shield
 
|-
| Lightning Mastery ||
4
||  
*40% of Physical Damage Converted to Lightning Damage
*Lightning Damage with Non-Critical Strikes is Lucky
*Your Shocks can increase Damage taken by up to a maximum of 60%
*80% increased Critical Strike Chance against Shocked Enemies
*Non-Projectile Chaining Lightning Skills Chain +1 times
*Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
|-
| Energy Shield Mastery ||
6
||
*30% increased Light Radius
*Light Radius is based on Energy Shield instead of Life
*Cannot be Frozen if Energy Shield Recharge has started Recently
*Stun Threshold is based on 50% of your Energy Shield instead of Life
*Regenerate 2% of Energy Shield per second
*Gain 3% of Maximum Mana as Extra Maximum Energy Shield
*Discipline has 25% increased Mana Reservation Efficiency
|-
| Evasion and Energy Shield Mastery ||
2
||
*30% increased Evasion Rating while you have Energy Shield
*20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
*30% of Chaos Damage does not bypass Energy Shield
*+1 to Energy Shield per 8 Evasion on Boots
|-
| Evasion Mastery ||
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
*Grace has 25% increased Mana Reservation Efficiency
*100% increased Evasion Rating from your Body Armour
|-
| Armour and Evasion Mastery ||
2
||
*Gain 5% of Evasion Rating as Extra Armour
*8% increased Evasion Rating per Frenzy Charge
*8% increased Armour per Endurance Charge
*Defiance Banner has 100% increased Mana Reservation Efficiency
*+1 to Evasion Rating per 1 Armour on Gloves
|-
| Fire Mastery ||
7
||
*Fire Exposure you inflict applies an extra -5% to Fire Resistance
*Recover 2% of Life when you Ignite a non-Ignited Enemy
*40% of Physical Damage Converted to Fire Damage
*20% chance to cover Enemies in Ash when they Hit you
*1% increased Fire Damage per 20 Strength
*+20% to Fire Damage over Time Multiplier
-30% to Fire Resistance
|-
| Mace Mastery ||
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
|-
| Mana Mastery ||
9
||
*Regenerate 5 Mana per second while you have Arcane Surge
*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
*Clarity has 100% increased Mana Reservation Efficiency
 
|-
| Physical Mastery || 6 ||
*War Banner has 100% increased Mana Reservation Efficiency
*20% chance to Impale Enemies on Hit
*60% reduced Reflected Physical Damage taken
*Overwhelm 15% Physical Damage Reduction
*40% increased Physical Damage with Skills that Cost Life
*Skills that leave Lingering Blades have 20% chance to leave two Lingering Blades instead of one
Skills that leave Lingering Blades have +10 to Maximum Lingering Blades
 
|-
| Mine Mastery || 6 ||
*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
*Summoned Skitterbots have 100% increased Cooldown Recovery
*Mines cannot be Damaged
*Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently
 
|-
| Minion Offence Mastery || 8 ||
*Minions Attacks Overwhelm 20% 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 100% increased Critical Strike Chance
*Minions have +250 to Accuracy Rating
*20% increased effect of Offerings
|-
| Minion Defence Mastery || 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
 
|-
| Poison Mastery || 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
*20% increased Poison Duration
*Recover 3% of Life on Killing a Poisoned Enemy
*Plague Bearer has 20% increased Maximum Plague Value
 
|-
| Reservation Mastery || 6 ||
*8% increased Damage for each of your Aura or Herald Skills affecting you
*15% increased Mana Reservation Efficiency of Skills
*30% increased Life Reservation Efficiency of Skills
*30% increased Area of Effect of Aura Skills
*Auras from your Skills have 15% increased Effect on you
*Non-Curse Aura Skills have 50% increased Duration
 
|-
| Shield Mastery || 5 ||
*Counterattacks have a 50% chance to Debilitate on Hit for 1 second
*+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
 
|-
| Staff Mastery || 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
 
|-
| Sword Mastery || 4 ||
*+3 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
 
|-
| Totem Mastery || 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
*Totems Taunt Enemies around them for 1 seconds when Summoned
*60% increased Global Critical Strike Chance if you've Summoned a Totem Recently
*50% increased Totem Placement range
|-
| Trap Mastery || 5 ||
*5% chance to throw up to 4 additional Traps
*Summon Skitterbots has 50% increased Mana Reservation Efficiency
*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
|-
| Two Hand Mastery || 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
|-
| Wand Mastery
||
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
 
 
|-
|
Warcry Mastery
||
4
||
*Exerted Attacks deal 25% increased Damage
*Warcries cannot Exert Travel Skills
*Remove an Ailment when you Warcry
*Recover 15% of Life when you use a Warcry
*20% increased Damage for each time you've Warcried Recently
*Warcries Debilitate Enemies for 1 second
*Warcries have a minimum of 10 Power
|-
|
Attributes Mastery
||
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
|-
|
Resistance and Ailment Protection Mastery
||
6
||
*Corrupted Blood cannot be inflicted on you
*You cannot be Maimed
You cannot be Hindered
You cannot be Impaled
*20% chance to Avoid being Stunned
*20% reduced Effect of Curses on you
*+12% to all Elemental Resistances
+7% to Chaos Resistance
 
|}

Latest revision as of 02:06, 11 June 2023

Passive Masteries are special passive skills present on most passive skill clusters of the skill tree, which can be allocated after allocating a notable in their cluster. They are found in all passive clusters outside of the class starting areas. Once allocated, the player can choose a bonus from a list of thematically appropriate passive bonuses from the mastery to obtain. Allocating a mastery passive requires one skill point. The set of mastery passives offered are shared among their respective cluster categories, so for example a player can allocate a Fire Mastery from any of several Fire-related clusters, but the same mastery cannot be allocated twice.

Allocating a notable passive by any means without it being connected to the rest of the skill tree (via Anointing, Intuitive Leap, Thread of Hope, etc.) does not allow you to allocate its associated Mastery passive.

List of Passive Masteries

Mastery Count Effects
6
  • Corrupted Blood cannot be inflicted on you
  • You cannot be Maimed
    You cannot be Hindered
  • 65% reduced Effect of Withered on you
  • Your Elemental Resistances cannot be lowered by Curses
  • 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
  • You cannot be Impaled
Accuracy Mastery 6
  • 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
  • +500 to Accuracy Rating
    -2 to Accuracy Rating per Level
  • 40% more Accuracy Rating against Unique Enemies
  • 50% more Accuracy Rating at Close Range
Armour and Energy Shield Mastery 6
  • 2% chance to Defend with 150% of Armour per 5% missing Energy Shield
  • 10% of Armour also applies to Chaos Damage taken from Hits
  • Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit
  • Increases and Reductions to Armour also apply to Energy
    Shield Recharge Rate at 20% of their value
  • 10% of Physical Damage from Hits taken as Chaos Damage
  • 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Helmet,
    Gloves and Boots all have Armour and Energy Shield
Armour and Evasion Mastery 6
  • Defend with 120% of Armour against Projectile Attacks
    5% more chance to Evade Melee Attacks
  • 8% increased Armour per Endurance Charge
    8% increased Evasion Rating per Frenzy 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 Armour if you haven't been Hit Recently
    40% increased Evasion Rating if you have been Hit Recently
  • Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour
    Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
Armour Mastery 6
  • 20% chance to Defend with 200% of Armour
  • +1 Armour per 2 Strength
  • 20% increased Armour per second you've been stationary, up to a maximum of 100%
  • 100% increased Armour from Equipped Boots and Gloves
  • +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour
  • You take 30% reduced Extra Damage from Critical Strikes
Attack Mastery 5
  • Monsters cannot Block your Attacks
  • 5% increased Attack Speed per Enemy in Close Range
  • +0.3 metres to Melee Strike Range
  • Non-Vaal Strike Skills target 1 additional nearby Enemy
  • Nearby Enemies are Intimidated while you have Rage
Attributes Mastery 5
  • 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
Axe Mastery 6
  • Bleeding you inflict deals Damage 15% faster
  • 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
  • Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second
  • Enemies Killed by your Hits are destroyed
  • 40% increased Effect of Onslaught on you
Bleeding Mastery 5
  • Moving while Bleeding doesn't cause you to take extra Damage
  • 60% increased Damage with Bleeding inflicted on Poisoned Enemies
  • 60% increased Bleeding Duration
  • 80% increased Critical Strike Chance against Bleeding Enemies
  • +3% to Damage over Time Multiplier for Bleeding per Endurance Charge
Blind Mastery 4
  • 100% increased Blind duration
  • 60% increased Critical Strike Chance against Blinded Enemies
  • 40% increased Blind Effect
  • 100% chance to Avoid Blind
Block Mastery 5
  • +2% to maximum Chance to Block Attack Damage
  • +2% to maximum Chance to Block Spell Damage
  • 3% increased Spell Damage per 5% Chance to Block Spell Damage
  • 3% increased Attack Damage per 5% Chance to Block Attack Damage
  • 20 Life gained when you Block
    20 Mana gained when you Block
Bow Mastery 6
  • 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
  • Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate
  • 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
Brand Mastery 6
  • 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
Caster Mastery 6
  • Final Repeat of Spells has 30% increased Area of Effect
  • Spells which can gain Intensity have +1 to maximum Intensity
  • Skills supported by Unleash have +1 to maximum number of Seals
  • 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
  • 25% chance to open nearby Chests when you Cast a Spell
Chaos Mastery 6
  • +1 to Level of all Chaos Skill Gems
    Lose 10% of Life and Energy Shield when you use a Chaos Skill
  • Recover 1% of Life per Withered Debuff on each Enemy you Kill
  • +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
Charge Mastery 6
  • Cannot be Ignited while at maximum Endurance 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
  • Cannot be Chilled while at maximum Frenzy Charges
Claw Mastery 6
  • Skills Supported by Nightblade have 40% increased Effect of Elusive
  • 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
Cold Mastery 6
  • 40% of Physical Damage Converted to Cold Damage
  • 10% Chance to Inflict Cold Exposure on Hit with Cold Damage
  • +1% to maximum Cold Resistance
  • Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%
  • Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds
  • Chills from your Hits always reduce Action Speed by at least 10%
Critical Mastery 6
  • +25% to Critical Strike Multiplier against Unique Enemies
  • +3 to Level of all Critical Support Gems
  • 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
  • Stuns from Critical Strikes have 100% increased Duration
  • You take 30% reduced Extra Damage from Critical Strikes
  • 150% increased Critical Strike Chance against Enemies that are on Full Life
Curse Mastery 6
  • +20% chance to Ignite, Freeze, Shock, and Poison 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 Mana when you Curse a Non-Cursed Enemy
    Recover 1% of Life when you Curse a Non-Cursed Enemy
  • You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies
Dagger Mastery 6
  • +100% to Critical Strike Multiplier against Enemies that are on Full Life
  • 8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons
  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade
  • +10% chance to Suppress Spell Damage for each Dagger you're Wielding
  • 50% increased Projectile Speed while wielding a Dagger
  • Critical Strikes have Culling Strike
Damage Over Time Mastery 4
  • 30% increased Effect of Cruelty
  • +10% to Damage over Time Multiplier if you've Killed Recently
  • 15% increased Skill Effect Duration
    15% increased Duration of Ailments on Enemies
  • 10% less Damage Taken from Damage over Time
Dual Wielding Mastery 6
  • Dual Wielding does not inherently grant chance to Block Attack Damage
    +15% Chance to Block Spell Damage while Dual Wielding
  • +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
Duration Mastery 4
  • 10% more Skill Effect Duration
  • 10% less Skill Effect Duration
  • Debuffs on you expire 15% faster
  • 20% reduced Elemental Ailment Duration on you
Elemental Mastery 6
  • Exposure you inflict applies at least -18% to the affected Resistance
  • 60% reduced Reflected Elemental Damage taken
  • Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted
  • 50% reduced Effect of Exposure on you
  • 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element
  • Critical Strikes against you do not inherently inflict Elemental Ailments
Energy Shield Mastery 6
  • Regenerate 2% of Energy Shield per second
  • Light Radius is based on Energy Shield instead of Life
    30% increased Light Radius
  • 10% less Physical Damage Taken while on Full Energy Shield
  • 30% of Chaos Damage taken does not bypass Energy Shield
  • 100% increased Energy Shield from Equipped Helmet
  • 50% of your Energy Shield is added to your Stun Threshold
Evasion and Energy Shield Mastery 6
  • 30% increased Evasion Rating while you have Energy Shield
  • 20% increased Energy Shield Recovery Rate if you haven't been Hit Recently
  • 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
  • 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
Evasion Mastery 6
  • 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 Bleeding
    30% chance to Avoid being Poisoned
    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
Fire Mastery 6
  • 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
Flask Mastery 6
  • Remove a random Elemental Ailment when you use a Mana Flask
  • Remove a random Non-Elemental Ailment when you use a Life Flask
  • Life Flasks gain 1 Charge every 3 seconds
    Mana Flasks gain 1 Charge every 3 seconds
  • Enemies you Kill that are affected by Elemental Ailments
    grant 100% increased Flask Charges
  • 25% chance to gain a Flask Charge when you deal a Critical Strike
  • Recover 4% of Life when you use a Flask
Fortify Mastery 6
  • 10% reduced Damage over Time Taken while you have at least 20 Fortification
  • Melee Hits Fortify
    -3 to maximum Fortification
  • 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
Impale Mastery 6
  • Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction
  • Call of Steel has 40% increased Use Speed
    Call of Steel deals Reflected Damage with 40% increased Area of Effect
  • 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
  • 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit
  • 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
Leech Mastery 6
  • 100% increased total Recovery per second from Life, Mana, or Energy Shield Leech
  • 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
  • 10% of Leech is Instant
  • 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech
Life Mastery 6
  • +50 to maximum Life
  • 10% more Maximum Life if you have at least 6 Life Masteries allocated
  • 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 30% of Mana Cost
  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
Lightning Mastery 6
  • 40% of Physical Damage Converted to Lightning Damage
  • +15% to Maximum Effect of Shock
  • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value
  • 60% increased Critical Strike Chance against enemies with Lightning Exposure
  • Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky
  • Shocks you inflict spread to other Enemies within 1 metre
Link Mastery 6
  • Enemies near your Linked targets have Fire, Cold and Lightning Exposure
  • Elemental Ailments are inflicted on you instead of Linked targets
  • 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
Mace Mastery 6
  • 20% increased Area of Effect if you've dealt a Critical Strike Recently
  • 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
  • All Damage with Maces and Sceptres inflicts Chill
  • Crush Enemies on hit with Maces and Sceptres
Mana Mastery 6
  • 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
  • Regenerate 5 Mana per second
  • 12% increased Mana Reservation Efficiency of Skills
Mark Mastery 6
  • Enemies near your Marked Enemy are Blinded
  • 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy
  • Marked Enemy cannot Regenerate Life
  • Your Mark Transfers to another Enemy when Marked Enemy dies
  • 50% more Accuracy Rating against Marked Enemy
  • Marked Enemy cannot deal Critical Strikes
Mine Mastery 6
  • 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
  • Mines cannot be Damaged
  • Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently
  • Detonate Mines is Triggered while you are moving
Minion Defence Mastery 6
  • 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 30% increased maximum Life
    Minions have 15% reduced Life Recovery rate
  • Minions Recover 5% of Life on Minion Death
Minion Offence Mastery 6
  • Minions Attacks Overwhelm 20% 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 +250 to Accuracy Rating
  • 20% increased effect of Offerings
  • Minions have 30% increased Area of Effect
Physical Mastery 6
  • 40% increased Physical Damage with Skills that Cost Life
  • 60% reduced Reflected Physical Damage taken
  • Hits have 40% chance to ignore Enemy Monster Physical Damage Reduction
  • Cannot be Stunned by Hits that deal only Physical Damage
  • +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy
  • 10% more Maximum Physical Attack Damage
Poison Mastery 6
  • 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
  • Recover 3% of Life on Killing a Poisoned Enemy
  • Plague Bearer has 20% increased Maximum Plague Value
  • Enemies Poisoned by you cannot deal Critical Strikes
Projectile Mastery 6
  • 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
  • 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
Protection Mastery 6
  • 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
  • 65% reduced Effect of Withered on you
Recovery Mastery 6
  • 3% chance to Recover all Life when you Kill an Enemy
  • Life Recoup Effects instead occur over 3 seconds
  • 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
  • Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life
  • Nearby Enemies have 50% reduced Life Regeneration Rate
Reservation Mastery 6
  • 8% increased Damage for each of your Aura or Herald Skills affecting you
  • 30% increased Area of Effect of Aura Skills
  • Non-Curse Aura Skills have 50% increased Duration
  • 20% increased Life Reservation Efficiency of Skills
  • Auras from your Skills have 10% increased Effect on you
  • +1% to all maximum Elemental Resistances if you have Reserved Life and Mana
Shield Mastery 6
  • Counterattacks have a 50% chance to Debilitate on Hit for 1 second
  • +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
Spell Suppression Mastery 6
  • Prevent +3% of Suppressed Spell Damage
  • Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage
  • Suppressed Spell Damage cannot inflict Elemental Ailments on you
  • -2% chance to Suppress Spell Damage per Hit Suppressed Recently
    Prevent +1% of Suppressed Spell Damage per Hit Suppressed Recently
  • 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
Staff Mastery 6
  • Recover 2% of Life when you Block Attack Damage while wielding a Staff
    Recover 2% of Energy Shield when you Block Spell 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
Stun Mastery 6
  • 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
Sword Mastery 6
  • 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
  • +0.3 metres to Melee Strike Range with Swords
Totem Mastery 6
  • Skills that would Summon a Totem have 30% chance to Summon two Totems instead
  • 60% increased Global Critical Strike Chance if you've Summoned a Totem Recently
  • 5% of Damage from Hits is taken from your nearest Totem's Life before you
  • Buffs from Active Ancestor Totems Linger for 3 seconds
  • 1% of Physical Attack Damage dealt by your Totems is Leeched to you as Life
  • Totems' Action Speed cannot be modified to below Base Value
Trap Mastery 6
  • 5% chance to throw up to 4 additional Traps
  • 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
  • 8% Chance for Traps to Trigger an additional time
Two Hand Mastery 6
  • 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
Wand Mastery 6
  • 0.5% of Attack Damage Leeched as Life
    0.5% of Attack Damage Leeched as Mana
  • 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
  • Intelligence is added to Accuracy Rating with Wands
Warcry Mastery 5
  • Warcries cannot Exert Travel Skills
  • Recover 15% of Life when you use a Warcry
  • Warcries Debilitate Enemies for 1 second
  • Warcries have a minimum of 10 Power
  • Warcries have 10% chance to Exert 3 additional Attacks

Version history

Version Changes
3.21.0
3.19.0
  • "80% increased Critical Strike Chance against Shocked Enemies" is no longer a Lightning Mastery option. It has been replaced with "Shocks you inflict spread to other Enemies within a Radius of 10".
  • The Reservation Mastery that granted 15% increased Mana Reservation Efficiency of Skills has been removed from the Passive Skill Tree.
  • The Reservation Mastery that grants increased Life Reservation Efficiency of Skills now has a value of 20% (previously 30%).
  • The Reservation Mastery that causes Auras from your Skills to have an increased Effect on you now has a value of 10% (previously 15%).
3.17.0
  • Improve the Mastery options on Bow Passive clusters.
    • We have replaced the Bow Mastery stats that gave "Movement Speed while Phasing" and "Phasing on Kill". We've also replaced the mastery that gave "Increased Damage while you are wielding a Bow and have a Totem".
    • New mastery: "Increases and Reductions to Projectile Speed also apply to Damage with Bows"
    • New mastery: "+100 to Accuracy Rating per Green Socket on your Bow"
    • Existing mastery: "100% increased Mirage Archer Duration" (previously 50%)
    • Existing mastery : "Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate" (previously 60%)
  • Added a new Mark Mastery: 10% chance to gain a Frenzy Charge on Hit against a Marked Enemy
3.16.0
  • Introduced to the game.