List of basic ascendancy passive skills: Difference between revisions
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>Illviljan (Created page with "The table below lists ascendancy passive skills. <onlyinclude>{{Query ascendancy passive skills }}</onlyinclude> Category:Passive skill lists") |
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Revision as of 22:26, 18 July 2018
The table below lists ascendancy passive skills.
Ascendancy Class | Name | Stats |
---|---|---|
Ascendant | Assassin | 10% chance to gain a Power Charge on Critical Strike +0.75% to Critical Strike Chance Damage from your Critical Strikes cannot be Reflected 10% chance to gain Elusive on Critical Strike [1] |
Ascendant | Berserker | Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds Cannot be Stunned while you have at least 25 Rage 15% more Damage 5% increased Damage taken 2% of Attack Damage Leeched as Life and Mana if you've Killed Recently [1] |
Ascendant | Champion | Your Hits permanently Intimidate Enemies that are on Full Life 100% chance to Taunt on Hit Enemies Taunted by you take 10% increased Damage Melee Hits have 50% chance to Fortify 15% increased effect of Non-Curse Auras from your Skills [1] |
Ascendant | Chieftain | 20% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit Unaffected by Ignite Totems Taunt Enemies around them for 2 seconds when Summoned 10% increased Strength [1] |
Ascendant | Deadeye | Projectiles gain Damage as they travel farther, dealing up to 50% increased Damage with Hits to targets Skills fire an additional Projectile 25% increased Effect of your Marks You and nearby Allies have Tailwind [1] |
Ascendant | Dexterity | +40 to Dexterity [1] |
Ascendant | Dexterity and Intelligence | +20 to Dexterity and Intelligence [1] |
Ascendant | Elementalist | Exposure you inflict applies an extra -20% to the affected Resistance Shocks from your Hits always increase Damage taken by at least 10% +1 to maximum number of Summoned Golems Cannot take Reflected Elemental Damage [1] |
Ascendant | Gladiator | Hits ignore Enemy Monster Physical Damage Reduction if you've Blocked in the past 20 seconds +5% to maximum Chance to Block Attack Damage 20% more Physical Damage over Time 25% chance to Blind Enemies on Hit with Attacks +10% Chance to Block Attack Damage [1] |
Ascendant | Guardian | Auras from your Skills grant 3% increased Recovery Rate of Life, Mana and Energy Shield to you and Allies Every 4 seconds, Regenerate 50% of Life over one second If you've Attacked Recently, you and nearby Allies have +10% Chance to Block Attack Damage If you've Cast a Spell Recently, you and nearby Allies have +10% Chance to Block Spell Damage [1] |
Ascendant | Hierophant | 8% of Damage is taken from Mana before Life +1 to maximum number of Summoned Totems 25% increased maximum Mana Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell Arcane Surge grants 10% more Spell Damage to you [1] |
Ascendant | Inquisitor | Damage Penetrates 8% of Enemy Elemental Resistances 10% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds Effects of Consecrated Ground you create Linger for 4 seconds Nearby Enemies take 10% increased Elemental Damage [1] |
Ascendant | Intelligence | +40 to Intelligence [1] |
Ascendant | Juggernaut | Gain 1 Endurance Charge every second if you've been Hit Recently Cannot be Chilled 5% increased Damage per Endurance Charge +1000 to Accuracy Rating Cannot be Stunned [1] |
Ascendant | Necromancer | Minions deal 30% increased Damage Your Offering Skills also affect you Your Offerings have 50% reduced Effect on you Auras from your Skills grant 2% increased Attack and Cast Speed to you and Allies If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect [1] |
Ascendant | Occultist | You can apply an additional Curse Regenerate 1.5% of Energy Shield per second 10% increased Effect of your Curses Cannot Be Stunned while you have Energy Shield [1] |
Ascendant | Pathfinder | Removes Bleeding when you use a Flask 10% increased Movement Speed during any Flask Effect 10% increased Attack Speed during any Flask Effect Flasks gain 3 Charges every 3 seconds 25% chance for Flasks you use to not consume Charges [1] |
Ascendant | Raider | 10% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy You have Onslaught while on full Frenzy Charges 10% increased Movement Speed +20% chance to Suppress Spell Damage Phasing [1] |
Ascendant | Saboteur | 25% chance to Blind Enemies on Hit 15% increased Cooldown Recovery Rate 30% increased Area of Effect Hits have 15% chance to deal 50% more Area Damage [1] |
Ascendant | Slayer | Life Leech effects are not removed when Unreserved Life is Filled Culling Strike 30% increased Area of Effect if you've Killed Recently Cannot take Reflected Physical Damage [1] |
Ascendant | Strength | +40 to Strength [1] |
Ascendant | Strength and Dexterity | +20 to Strength and Dexterity [1] |
Ascendant | Strength and Intelligence | +20 to Strength and Intelligence [1] |
Ascendant | Trickster | 2% of Damage Leeched as Energy Shield 2% more Damage for each different type of Mastery you have Allocated Prevent +6% of Suppressed Spell Damage while on Full Energy Shield Nearby Enemy Monsters' Action Speed is at most 92% of base value [1] |
Ascendant | Unleashed Potential | +1 to Maximum Endurance Charges +1 to Maximum Frenzy Charges +1 to Maximum Power Charges 400% increased Endurance, Frenzy and Power Charge Duration 25% chance to gain a Power, Frenzy or Endurance Charge on Kill [1] |
Ascendant | Path of the Duelist | Can Allocate Passives from the Duelist's starting point [1] |
Ascendant | Path of the Marauder | Can Allocate Passives from the Marauder's starting point [1] |
Ascendant | Path of the Ranger | Can Allocate Passives from the Ranger's starting point [1] |
Ascendant | Path of the Shadow | Can Allocate Passives from the Shadow's starting point [1] |
Ascendant | Path of the Templar | Can Allocate Passives from the Templar's starting point [1] |
Ascendant | Path of the Witch | Can Allocate Passives from the Witch's starting point [1] |
Assassin | Critical Strike Chance and Multiplier | 15% increased Critical Strike Chance +10% to Critical Strike Multiplier [1] [2] |
Assassin | Critical Strike Chance, Damage Over Time | 15% increased Critical Strike Chance 10% increased Damage over Time [1] [2] |
Assassin | Critical Strike Chance, Elusive Effect | 15% increased Critical Strike Chance 10% increased Elusive Effect [1] |
Assassin | Critical Strike Chance, Power Charge Duration | 15% increased Critical Strike Chance 15% increased Power Charge Duration [1] [2] |
Assassin | Ambush and Assassinate | +40% to Critical Strike Multiplier against Enemies that are on Full Life 100% more Critical Strike Chance against Enemies that are on Full Life Critical Strikes have Culling Strike 15% more Damage with Hits and Ailments against Enemies that are on Low Life 100% more Critical Strike Chance against Enemies that are on Low Life [1] |
Assassin | Deadly Infusion | +5% to Critical Strike Multiplier per Power Charge +1.5% Critical Strike Chance while at maximum Power Charges [1] |
Assassin | Mistwalker | 50% increased Elusive Effect You take no Extra Damage from Critical Strikes while Elusive Gain Elusive on Critical Strike [1] |
Assassin | Noxious Strike | 5% increased Poison Duration for each Poison you have inflicted Recently, up to a maximum of 100% Recover 0.5% of Life per Poison affecting Enemies you Kill 40% chance to Poison on Hit [1] |
Assassin | Opportunistic | Damage from your Critical Strikes cannot be Reflected 20% reduced Damage taken while there are at least two Rare or Unique Enemies nearby 25% more Damage while there is at most one Rare or Unique Enemy nearby [1] |
Assassin | Toxic Delivery | Poison you inflict with Critical Strikes deals 25% more Damage +0.5% to Critical Strike Chance per Poison affecting Enemy, up to +2.0% [1] |
Assassin | Unstable Infusion | 20% chance to gain a Power Charge on Non-Critical Strike 10% chance to gain a Power Charge on Critical Strike +1 to Maximum Power Charges [1] |
Berserker | Physical Damage, Attack Speed | 10% increased Physical Damage 6% increased Attack Speed [1] [2] [3] |
Berserker | Physical Damage, Critical Strike Chance | 10% increased Physical Damage 15% increased Critical Strike Chance [1] [2] |
Berserker | Physical Damage, Life Leeched per Second | 10% increased Physical Damage 30% increased total Recovery per second from Life Leech [1] |
Berserker | Physical Damage, Warcry Speed | 10% increased Physical Damage 20% increased Warcry Speed [1] |
Berserker | Aspect of Carnage | 10% increased Damage taken 40% more Damage [1] |
Berserker | Blitz | Gain a Blitz Charge on Critical Strike 2% more Attack Speed per Blitz Charge 8% reduced Critical Strike Chance per Blitz Charge +20 to Maximum Blitz Charges [1] |
Berserker | Crave the Slaughter | Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds +10 to Maximum Rage [1] |
Berserker | Defy Pain | Gain Defiance for 10 seconds on losing Life to an Enemy Hit, no more than once every 0.3 seconds 25% increased Armour per Defiance 50% increased Maximum total Life Recovery per second from Leech while you have Defiance At 10 Defiance, take Reflected Physical Damage equal to maximum Life, then lose all Defiance [1] |
Berserker | Flawless Savagery | 50% increased Critical Strike Chance +25% to Critical Strike Multiplier Adds 20 to 30 Physical Damage if you've dealt a Critical Strike Recently [1] |
Berserker | Rite of Ruin | Inherent effects from having Rage are Tripled Lose 0.1% of Life per second per Rage while you are not losing Rage Cannot be Stunned while you have at least 25 Rage [1] |
Berserker | War Bringer | Warcries grant 10 Rage per 5 Power if you have less than 25 Rage Warcries Sacrifice 10 Rage if you have at least 25 Rage Exerted Attacks deal 50% more Attack Damage if a Warcry Sacrificed Rage Recently [1] |
Champion | Armour and Evasion, Attack Damage | 15% increased Evasion Rating and Armour 10% increased Attack Damage [1] |
Champion | Armour and Evasion, Attack Damage while Fortified | 15% increased Evasion Rating and Armour 10% increased Damage with Attack Skills while Fortified [1] [2] |
Champion | Armour and Evasion, Aura Effect | 15% increased Evasion Rating and Armour 5% increased effect of Non-Curse Auras from your Skills [1] |
Champion | Armour and Evasion, Impale Chance | 15% increased Evasion Rating and Armour 10% chance to Impale Enemies on Hit with Attacks [1] |
Champion | Armour and Evasion, Taunt Duration | 15% increased Evasion Rating and Armour 20% increased Taunt Duration [1] [2] |
Champion | Conqueror | 100% chance to Taunt on Hit 10% reduced Damage taken if you've Taunted an Enemy Recently Enemies Taunted by you deal 20% less Damage with Hits and Ailments against other targets [1] |
Champion | First to Strike, Last to Fall | Your Hits permanently Intimidate Enemies that are on Full Life Gain Adrenaline for 20 seconds when you reach Low Life Remove all Ailments and Burning when you gain Adrenaline Recover 25% of Life when you gain Adrenaline [1] |
Champion | Fortitude | You have 20 Fortification [1] |
Champion | Inspirational | Banner Skills have no Reservation 30% increased effect of Non-Curse Auras from your Skills When you create a Banner, it gains 40% of the Stages of your placed Banner You and Allies affected by your placed Banners Regenerate 0.1% of Life per second for each Stage [1] |
Champion | Master of Metal | Impales you inflict last 1 additional Hit If you've Impaled an Enemy Recently, you and nearby Allies have +1000 to Armour You and nearby Allies deal 6 to 12 added Physical Damage for each Impale on Enemy [1] |
Champion | Unstoppable Hero | 20% increased Attack Speed while Fortified Cannot be Stunned while Fortified +500 to Armour and Evasion Rating while Fortified [1] |
Champion | Worthy Foe | Enemies Taunted by you take 20% increased Damage Enemies Taunted by you cannot Evade Attacks [1] |
Chieftain | Life Regeneration, Fire Damage | Regenerate 0.5% of Life per second 10% increased Fire Damage [1] [2] [3] |
Chieftain | Life Regeneration, Fire Resistance | Regenerate 0.5% of Life per second +15% to Fire Resistance [1] [2] |
Chieftain | Life Regeneration, Melee Damage | Regenerate 0.5% of Life per second 10% increased Melee Damage [1] [2] |
Chieftain | Life Regeneration, Totem Placement Speed | Regenerate 0.5% of Life per second 10% increased Totem Placement speed [1] |
Chieftain | Arohongui, Moon's Presence | Totems Taunt Enemies around them for 4 seconds when Summoned Recoup 25% of Damage Taken by your Totems as Life Totems Regenerate 1 Life per second per 4 of your Life Recovery per second from Regeneration [1] |
Chieftain | Hinekora, Death's Fury | Enemies you or your Totems Kill have 5% chance to Explode, dealing 500% of their maximum Life as Fire Damage [1] |
Chieftain | Ngamahu, Flame's Advance | Non-Unique Jewels cause Increases and Reductions to other Damage Types in a Large Radius to be Transformed to apply to Fire Damage Non-Unique Jewels cause Small and Notable Passive Skills in a Large Radius to also grant +3 to Strength [1] |
Chieftain | Ramako, Sun's Light | Nearby Enemy Monsters' Fire Resistance against Damage over Time is -20% while you are Stationary [1] |
Chieftain | Tasalio, Cleansing Water | Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value Unaffected by Ignite [1] |
Chieftain | Tawhoa, Forest's Strength | Trigger Level 20 Tawhoa's Chosen when you Attack with a Non-Vaal Slam or Strike Skill near an Enemy [1] |
Chieftain | Tukohama, War's Herald | Skills from Equipped Body Armour are Supported by Level 30 Ancestral Call Skills from Equipped Body Armour are Supported by Level 20 Fist of War [1] |
Chieftain | Valako, Storm's Embrace | Modifiers to Maximum Fire Resistance also apply to Maximum Cold and Lightning Resistances [1] |
Deadeye | Projectile Damage, Accuracy | 10% increased Projectile Damage 10% increased Global Accuracy Rating [1] [2] |
Deadeye | Projectile Damage, Attack Speed | 10% increased Projectile Damage 5% increased Attack Speed [1] [2] |
Deadeye | Projectile Damage, Critical Strike Chance | 10% increased Projectile Damage 10% increased Critical Strike Chance [1] [2] |
Deadeye | Projectile Damage, Mark Cast Speed | 10% increased Projectile Damage Mark Skills have 25% increased Cast Speed [1] |
Deadeye | Projectile Damage, Mirage Archer Duration | 10% increased Projectile Damage 15% increased Mirage Archer Duration [1] [2] |
Deadeye | Projectile Damage, Projectile Speed | 10% increased Projectile Damage 10% increased Projectile Speed [1] [2] |
Deadeye | Endless Munitions | Skills fire 2 additional Projectiles [1] |
Deadeye | Far Shot | Far Shot Projectile Barrages have no spread [1] |
Deadeye | Focal Point | 75% increased Effect of your Marks 25% less Damage taken from other Enemies near your Marked Enemy Your Mark Transfers to another Enemy when Marked Enemy dies [1] |
Deadeye | Gathering Winds | Gain 1 Gale Force when you use a Skill 15% increased Effect of Tailwind on you per Gale Force You and nearby Allies have Tailwind [1] |
Deadeye | Occupying Force | Mirage Archers are not attached to you +2 to maximum number of Summoned Mirage Archers Cannot Summon Mirage Archers while near your Mirage Archers [1] |
Deadeye | Ricochet | Skills Chain +1 times Projectiles have 30% chance to be able to Chain when colliding with terrain [1] |
Deadeye | Rupturing | Critical Strikes which inflict Bleeding also inflict Rupture [1] |
Deadeye | Wind Ward | 3% less Damage taken per Gale Force Lose all Gale Force when Hit [1] |
Duelist | Fatal Flourish | Non-Travel Attack Skills Repeat an additional Time Final Repeat of Attack Skills deals 60% more Damage [1] |
Elementalist | Elemental Damage and Resistances | 10% increased Elemental Damage +6% to all Elemental Resistances [1] [2] [3] [4] |
Elementalist | Elemental Damage, Attack and Cast Speed | 10% increased Elemental Damage 4% increased Attack and Cast Speed [1] [2] [3] [4] |
Elementalist | Elemental Damage, Cold Ailment Effect | 10% increased Elemental Damage 10% increased Effect of Cold Ailments [1] |
Elementalist | Elemental Damage, Fire Damage over Time Multiplier | 10% increased Elemental Damage +4% to Fire Damage over Time Multiplier [1] |
Elementalist | Elemental Damage, Lightning Ailment Effect | 10% increased Elemental Damage 10% increased Effect of Lightning Ailments [1] |
Elementalist | Elemental Damage, Status Ailment Chance | 10% increased Elemental Damage 5% chance to Freeze, Shock and Ignite [1] [2] |
Elementalist | Bastion of Elements | Triggers Level 20 Primal Aegis when Allocated Primal Aegis can take 75 Elemental Damage per Allocated Notable Passive Skill Other Aegis Skills are Disabled Cannot take Reflected Elemental Damage [1] |
Elementalist | Elemancer | +1 to maximum number of Summoned Golems Summoned Golems are Immune to Elemental Damage 25% increased Effect of Buffs granted by your Golems per Summoned Golem [1] |
Elementalist | Heart of Destruction | Gain Convergence when you Hit a Unique Enemy, no more than once every 8 seconds 60% increased Area of Effect while you don't have Convergence [1] |
Elementalist | Liege of the Primordial | Summoned Golems are Resummoned 4 seconds after being Killed +1 to maximum number of Summoned Golems 100% increased Effect of Buffs granted by your Golems [1] |
Elementalist | Mastermind of Discord | Exposure you inflict applies an extra -25% to the affected Resistance Regenerate 1% of Mana per second if you've inflicted Exposure Recently [1] |
Elementalist | Shaper of Flames | All Damage can Ignite Hits always Ignite 25% more Damage with Ignites you inflict with Hits for which the highest Damage Type is Fire [1] |
Elementalist | Shaper of Storms | Hits always Shock All Damage can Shock 25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning Shocks from your Hits always increase Damage taken by at least 15% [1] |
Elementalist | Shaper of Winter | All Damage with Hits can Chill 50% more Effect of Cold Ailments you inflict with Hits for which the highest Damage Type is Cold Chills from your Hits always reduce Action Speed by at least 15% Your Chills can reduce Action Speed by up to a maximum of 40% [1] |
Gladiator | Attack Speed and One Handed Damage | 4% increased Attack Speed 15% increased Damage with One Handed Weapons [1] |
Gladiator | Attack Speed, Block Chance | +2% Chance to Block Attack Damage 4% increased Attack Speed [1] [2] [3] |
Gladiator | Attack Speed, Movement Speed | 4% increased Attack Speed 4% increased Movement Speed [1] |
Gladiator | Attack Speed, Physical Damage | 10% increased Physical Damage 4% increased Attack Speed [1] [2] |
Gladiator | Arena Challenger | +10 to Maximum Challenger Charges 2% more Attack and Movement Speed per Challenger Charge 25% chance to gain a Challenger Charge when you Hit a Rare or Unique Enemy while in Blood Stance Gain a Challenger Charge when you Kill an Enemy while in Sand Stance [1] |
Gladiator | Blood in the Eyes | 25% chance to Blind with Hits against Bleeding Enemies Attacks Maim on Hit against Bleeding Enemies Enemies Maimed by you take 10% increased Physical Damage Attacks have 50% chance to cause Bleeding [1] |
Gladiator | Gratuitous Violence | Bleeding Enemies you Kill Explode, dealing 10% of their Maximum Life as Physical Damage 20% more Physical Damage over Time [1] |
Gladiator | Outmatch and Outlast | 25% chance to gain a Frenzy Charge on Kill with Main Hand 25% chance to gain an Endurance Charge on Kill with Off Hand 10% more Physical Damage while at maximum Frenzy Charges 10% reduced Physical Damage taken while at maximum Endurance Charges [1] |
Gladiator | Painforged | +10% Chance to Block Attack Damage Cannot be Stunned by Hits you Block Your Counterattacks deal Double Damage [1] |
Gladiator | Reigning Veteran | +10% to maximum Chance to Block Attack Damage +10 to Armour and Evasion Rating per 1% Chance to Block Attack Damage [1] |
Gladiator | Violent Retaliation | Attack Damage is Lucky if you've Blocked in the past 20 seconds Hits ignore Enemy Monster Physical Damage Reduction if you've Blocked in the past 20 seconds [1] |
Guardian | Armour and Energy Shield, Aura Effect | 14% increased Armour 5% increased maximum Energy Shield 5% increased effect of Non-Curse Auras from your Skills [1] [2] |
Guardian | Armour and Energy Shield, Block Recovery | 14% increased Armour 5% increased maximum Energy Shield 30% increased Block Recovery [1] |
Guardian | Armour and Energy Shield, Life Regeneration | 14% increased Armour 5% increased maximum Energy Shield Regenerate 0.5% of Life per second [1] |
Guardian | Armour and Energy Shield, Link Effect | 14% increased Armour 5% increased maximum Energy Shield Link Skills have 5% increased Buff Effect [1] |
Guardian | Armour and Energy Shield, Minion Damage | 14% increased Armour 5% increased maximum Energy Shield Minions deal 10% increased Damage [1] [2] |
Guardian | Bastion of Hope | If you've Attacked Recently, you and nearby Allies have +25% Chance to Block Attack Damage If you've Cast a Spell Recently, you and nearby Allies have +25% Chance to Block Spell Damage [1] |
Guardian | Harmony of Purpose | Enemies in your Link Beams cannot apply Elemental Ailments Enemies in your Link Beams have -20% to all Elemental Resistances Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances [1] |
Guardian | Radiant Crusade | Grants Level 20 Summon Sentinel of Radiance Skill 20% of Damage from Hits is taken from your Sentinel of Radiance's Life before you [1] |
Guardian | Radiant Faith | Grants maximum Energy Shield equal to 10% of your Reserved Mana to you and nearby Allies Grants Armour equal to 25% of your Reserved Mana to you and nearby Allies [1] |
Guardian | Time of Need | Every 4 seconds, Regenerate 100% of Life over one second Every 4 seconds, remove Curses and Elemental Ailments from you [1] |
Guardian | Unwavering Crusade | 25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy [1] |
Guardian | Unwavering Faith | Auras from your Skills grant 5% increased Recovery Rate of Life, Mana and Energy Shield to you and Allies [1] |
Hierophant | Mana Regeneration, Arcane Surge Effect | 20% increased Mana Regeneration Rate 20% increased Effect of Arcane Surge on you [1] [2] |
Hierophant | Mana Regeneration, Brand Damage | 20% increased Mana Regeneration Rate 14% increased Brand Damage [1] |
Hierophant | Mana Regeneration, Mana | 20% increased Mana Regeneration Rate 8% increased maximum Mana [1] [2] [3] |
Hierophant | Mana Regeneration, Totem Placement Speed | 20% increased Mana Regeneration Rate 20% increased Totem Placement speed [1] [2] |
Hierophant | Arcane Blessing | Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell Arcane Surge grants 20% more Spell Damage to you [1] |
Hierophant | Conviction of Power | +1 to Maximum Power Charges and Maximum Endurance Charges +4 to Minimum Endurance Charges +4 to Minimum Power Charges [1] |
Hierophant | Divine Guidance | 30% increased maximum Mana 10% of Damage is taken from Mana before Life Transfiguration of Mind [1] |
Hierophant | Illuminated Devotion | 30% increased Area of Effect while you have Arcane Surge 0.5% of Spell Damage Leeched as Life while you have Arcane Surge Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge [1] |
Hierophant | Pursuit of Faith | +1 to maximum number of Summoned Totems 100% increased Totem Duration 100% increased Totem Placement speed [1] |
Hierophant | Ritual of Awakening | You and your Totems Regenerate 1% of Life per second for each Summoned Totem Regenerate 0.5% of Mana per second for each Summoned Totem 5% more Damage per Summoned Totem [1] |
Hierophant | Sanctuary of Thought | Gain 20% of Maximum Mana as Extra Maximum Energy Shield 25% increased Mana Reservation Efficiency of Skills 50% less Mana Cost of Skills 1% increased Area of Effect per 50 Unreserved Maximum Mana, up to 100% [1] |
Hierophant | Sign of Purpose | Brand Recall has 100% increased Cooldown Recovery Rate Brands have 100% more Activation Frequency if 75% of Attached Duration expired [1] |
Inquisitor | Elemental Damage, Critical Strike Multiplier | 10% increased Elemental Damage +10% to Critical Strike Multiplier [1] [2] |
Inquisitor | Elemental Damage, Life Regeneration | 10% increased Elemental Damage Regenerate 0.5% of Life per second [1] [2] |
Inquisitor | Augury of Penitence | Nearby Enemies take 16% increased Elemental Damage Nearby Enemies deal 8% less Elemental Damage [1] |
Inquisitor | Inevitable Judgement | Critical Strikes ignore Enemy Monster Elemental Resistances Non-Critical Strikes Penetrate 10% of Enemy Elemental Resistances [1] |
Inquisitor | Instruments of Virtue | 10% more Attack Damage for each Non-Instant Spell you've Cast in the past 8 seconds, up to a maximum of 30% Spells you Cast have Added Spell Damage equal to 100% of the Damage of your Main Hand Weapon [1] 10% more Attack Damage for each Non-Instant Spell you've Cast in the past 8 seconds, up to a maximum of 30% Battlemage [2] |
Inquisitor | Instruments of Zeal | +4 to Maximum Fanatic Charges Gain 1 Fanatic Charge every second if you've Attacked in the past second Gain Fanaticism for 4 seconds on reaching Maximum Fanatic Charges Lose all Fanatic Charges on reaching Maximum Fanatic Charges [1] |
Inquisitor | Pious Path | Effects of Consecrated Ground you create Linger for 4 seconds Consecrated Ground you create causes Life Regeneration to also Recover Energy Shield for you and Allies [1] |
Inquisitor | Righteous Providence | +50 to Strength and Intelligence 1% increased Critical Strike Chance per point of Strength or Intelligence, whichever is lower [1] |
Inquisitor | Sanctuary | You have Consecrated Ground around you while stationary Consecrated Ground you create applies 15% increased Damage taken to Enemies [1] |
Juggernaut | Armour, Attack Speed | 15% increased Armour 6% increased Attack Speed [1] |
Juggernaut | Armour, Endurance Charge Duration | 15% increased Armour 15% increased Endurance Charge Duration [1] [2] |
Juggernaut | Armour, Life Regeneration | 15% increased Armour Regenerate 0.5% of Life per second [1] |
Juggernaut | Armour, Movement Speed | 15% increased Armour 4% increased Movement Speed [1] |
Juggernaut | Armour, Stun Duration | 15% increased Armour 20% increased Stun Duration on Enemies [1] |
Juggernaut | Armour, Stun Threshold | 15% increased Armour 20% increased Stun Threshold [1] |
Juggernaut | Unbreakable | Armour from Equipped Body Armour is doubled 8% of Armour applies to Fire, Cold and Lightning Damage taken from Hits [1] |
Juggernaut | Undeniable | +500 to Accuracy Rating 1% increased Attack Speed per 150 Accuracy Rating Gain Accuracy Rating equal to twice your Strength [1] |
Juggernaut | Unflinching | 30% chance to gain an Endurance Charge when you are Hit +1 to Maximum Endurance Charges 25% chance that if you would gain Endurance Charges, you instead gain up to maximum Endurance Charges Gain 1 Endurance Charge every second if you've been Hit Recently [1] |
Juggernaut | Unrelenting | 8% reduced Elemental Damage taken while at Maximum Endurance Charges 1% additional Physical Damage Reduction per Endurance Charge +4% to Chaos Resistance per Endurance Charge [1] |
Juggernaut | Unstoppable | Action Speed cannot be modified to below Base Value Movement Speed cannot be modified to below Base Value 10% increased Movement Speed Cannot be Stunned [1] |
Juggernaut | Untiring | 1.5% of Physical Damage prevented from Hits in the past 10 seconds is Regenerated as Life per second 40% increased Life Regeneration rate [1] |
Juggernaut | Unyielding | 8% increased Damage per Endurance Charge 25% chance to gain an Endurance Charge when you Stun an Enemy 10% increased Stun Duration on Enemies per Endurance Charge 6% increased Area of Effect per Endurance Charge [1] |
Marauder | Indomitable Resolve | Take 25% less Damage Deal 10% less Damage [1] |
Necromancer | Minion Damage and Life | Minions deal 10% increased Damage Minions have 10% increased maximum Life [1] [2] |
Necromancer | Minion Damage, Aura Effect | Minions deal 10% increased Damage 5% increased effect of Non-Curse Auras from your Skills [1] |
Necromancer | Minion Damage, Cast Speed | Minions deal 10% increased Damage 4% increased Cast Speed [1] [2] Minions deal 10% increased Damage Minions have 10% increased maximum Life [2] |
Necromancer | Minion Damage, Mana | Minions deal 10% increased Damage 8% increased maximum Mana [1] |
Necromancer | Minion Damage, Skill Duration | Minions deal 10% increased Damage 10% increased Skill Effect Duration [1] |
Necromancer | Bone Barrier | 1% additional Physical Damage Reduction per Minion, up to 10% 1% of Damage Dealt by your Minions is Leeched to you as Life Minions gain 40% of Maximum Life as Extra Maximum Energy Shield [1] |
Necromancer | Commander of Darkness | Auras from your Skills grant 3% increased Attack and Cast Speed to you and Allies You and nearby Allies have +30% to Elemental Resistances You and nearby Allies deal 30% increased Damage [1] |
Necromancer | Corpse Pact | Enemies near corpses you Spawned Recently are Chilled and Shocked 2% increased Attack and Cast Speed for each corpse Consumed Recently, up to a maximum of 200% [1] |
Necromancer | Essence Glutton | Regenerate 4% of Mana over 2 seconds when you Consume a corpse Regenerate 8% of Energy Shield over 2 seconds when you Consume a corpse For each nearby corpse, you and nearby Allies Regenerate 5 Mana per second, up to 50 per second For each nearby corpse, you and nearby Allies Regenerate 0.2% of Energy Shield per second, up to 2.0% per second [1] |
Necromancer | Mindless Aggression | Minions have 20% more Maximum Life Minions deal 10% more Damage [1] |
Necromancer | Mistress of Sacrifice | 40% increased Skill Effect Duration Your Offering Skills also affect you Your Offerings have 50% reduced Effect on you [1] |
Necromancer | Plaguebringer | With at least one nearby corpse, nearby Enemies deal 10% reduced Damage With at least one nearby corpse, you and nearby Allies deal 10% more Damage If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect [1] |
Necromancer | Unnatural Strength | Minions have Unholy Might [1] |
Occultist | Energy Shield, Chaos Damage | 6% increased maximum Energy Shield 10% increased Chaos Damage [1] |
Occultist | Energy Shield, Cold and Chaos Damage | 6% increased maximum Energy Shield 10% increased Chaos Damage 10% increased Cold Damage [1] |
Occultist | Energy Shield, Cold Damage | 6% increased maximum Energy Shield 10% increased Cold Damage [1] |
Occultist | Energy Shield, Curse Effect | 6% increased maximum Energy Shield 5% increased Effect of your Curses [1] [2] |
Occultist | Energy Shield, Energy Shield Recharge Rate | 6% increased maximum Energy Shield 15% increased Energy Shield Recharge Rate [1] [2] |
Occultist | Energy Shield, Power Charge Duration | 6% increased maximum Energy Shield 15% increased Power Charge Duration [1] |
Occultist | Forbidden Power | +1 to Maximum Power Charges 6% increased Area of Effect per Power Charge 6% increased Damage per Power Charge Gain a Power Charge after Spending a total of 200 Mana [1] |
Occultist | Frigid Wake | 15% more Cold Damage Cannot be Chilled Cannot be Frozen Every 4 seconds, 50% chance to Freeze nearby Non-Frozen Enemies for 0.4 seconds Nearby Chilled Enemies deal 10% reduced Damage with Hits [1] |
Occultist | Profane Bloom | Cursed Enemies you or your Minions Kill have a 50% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage [1] |
Occultist | Unholy Authority | You can apply an additional Curse Your Hexes can affect Hexproof Enemies [1] |
Occultist | Vile Bastion | Regenerate 2% of Energy Shield per second for each Enemy you or your Minions have Killed Recently, up to 10% per second Cannot Be Stunned while you have Energy Shield Regenerate 40 Energy Shield per second [1] |
Occultist | Void Beacon | Nearby Enemies have -20% to Chaos Resistance Nearby Enemies have 100% reduced Life Regeneration rate Nearby Enemies have -20% to Cold Resistance [1] |
Occultist | Withering Presence | 15% more Chaos Damage +60% to Chaos Resistance Every second, inflict Withered on nearby Enemies for 15 seconds Nearby Hindered Enemies deal 15% reduced Damage over Time [1] |
Pathfinder | Flask Effect and Charges Gained | Flasks applied to you have 5% increased Effect 10% increased Flask Charges gained [1] [2] [3] |
Pathfinder | Flask Effect and Duration | Flasks applied to you have 5% increased Effect 8% increased Flask Effect Duration [1] [2] |
Pathfinder | Flask Effect, Chaos Damage | Flasks applied to you have 5% increased Effect 15% increased Chaos Damage [1] |
Pathfinder | Flask Effect, Poison Duration | Flasks applied to you have 5% increased Effect 10% increased Poison Duration [1] |
Pathfinder | Master Alchemist | 50% chance for Flasks you use to not consume Charges Removes Elemental Ailments when you use a Flask [1] |
Pathfinder | Master Distiller | Grant bonuses to Non-Channelling Skills you use by consuming 3 Charges from a Flask of each of the following types, if possible: If Bismuth Flask Charges are consumed, Penetrate 20% Elemental Resistances If Diamond Flask Charges are consumed, 150% increased Critical Strike Chance If Amethyst Flask Charges are consumed, 25% of Physical Damage as Extra Chaos Damage [1] |
Pathfinder | Master Surgeon | Life Flask Effects are not removed when Unreserved Life is Filled Life Flask Effects do not Queue 50% less Life Recovery from Flasks [1] |
Pathfinder | Master Toxicist | Poisons you inflict during any Flask Effect have 20% chance to deal 100% more Damage When you kill a Poisoned Enemy during any Flask Effect, nearby Enemies are Poisoned [1] |
Pathfinder | Nature's Adrenaline | Flasks gain 3 Charges every 3 seconds [1] |
Pathfinder | Nature's Boon | Magic Utility Flasks applied to you have 30% increased Effect [1] |
Pathfinder | Nature's Reprisal | 50% increased Effect of Withered 25% chance to inflict Withered for 2 seconds on Hit [1] |
Raider | Evasion, Elemental Damage | 15% increased Evasion Rating 10% increased Elemental Damage [1] [2] |
Raider | Evasion, Frenzy Charge Duration | 15% increased Evasion Rating 15% increased Frenzy Charge Duration [1] [2] |
Raider | Evasion, Onslaught Effect | 15% increased Evasion Rating 15% increased Effect of Onslaught on you [1] [2] |
Raider | Avatar of the Chase | 10% more chance to Evade Attacks during Onslaught 100% increased Effect of Onslaught on you [1] |
Raider | Avatar of the Slaughter | 10% increased Attack Damage per Frenzy Charge 4% increased Movement Speed per Frenzy Charge 4% increased Attack Speed per Frenzy Charge 10% increased Evasion Rating per Frenzy Charge [1] |
Raider | Avatar of the Veil | Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances 50% chance to Avoid Elemental Ailments while Phasing [1] |
Raider | Quartz Infusion | +40% chance to Suppress Spell Damage Phasing [1] |
Raider | Rapid Assault | Onslaught [1] |
Raider | Way of the Poacher | 20% chance to gain a Frenzy Charge on Kill 20% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy +1 to Maximum Frenzy Charges [1] |
Ranger | Fury of Nature | Non-Damaging Elemental Ailments you inflict spread to other enemies within 2 metres Non-Damaging Elemental Ailments you inflict have 100% more Effect [1] |
Saboteur | Area of Effect, Area Damage | 8% increased Area of Effect 10% increased Area Damage [1] |
Saboteur | Area of Effect, Blind Effect | 8% increased Area of Effect 15% increased Blind Effect [1] |
Saboteur | Area of Effect, Elemental Resistances | 8% increased Area of Effect +6% to all Elemental Resistances [1] |
Saboteur | Area of Effect, Mine Throwing Speed | 8% increased Area of Effect 5% increased Mine Throwing Speed [1] [2] |
Saboteur | Area of Effect, Movement Speed | 8% increased Area of Effect 4% increased Movement Speed [1] [2] |
Saboteur | Area of Effect, Trap Throwing Speed | 8% increased Area of Effect 5% increased Trap Throwing Speed [1] [2] |
Saboteur | Bomb Specialist | Hits have 20% chance to deal 50% more Area Damage 20% chance to take 50% less Area Damage from Hits [1] |
Saboteur | Born in the Shadows | Cannot be Blinded Blind Enemies on Hit 15% reduced Damage taken from Blinded Enemies Nearby Enemies are Blinded [1] |
Saboteur | Chain Reaction | When your Traps Trigger, your nearby Traps also Trigger Skills used by Traps have 50% increased Area of Effect [1] |
Saboteur | Demolitions Specialist | 150% increased Effect of Auras from Mines Mines Hinder Enemies near them for 2 seconds when they Land [1] |
Saboteur | Explosives Expert | Damage Penetrates 10% Elemental Resistances against Chilled Enemies +40% to Critical Strike Multiplier against Burning Enemies 80% increased Critical Strike Chance against Shocked Enemies [1] |
Saboteur | Like Clockwork | 30% increased Cooldown Recovery Rate Nearby Enemies have 10% reduced Cooldown Recovery Rate [1] |
Saboteur | Perfect Crime | 35% less Damage with Triggered Spells Triggers Level 20 Summon Triggerbots when Allocated [1] |
Saboteur | Pyromaniac | Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second Immune to Ignite and Shock [1] |
Shadow | Harness the Void | 27% chance to gain 25% of Non-Chaos Damage with Hits as Extra Chaos Damage 13% chance to gain 50% of Non-Chaos Damage with Hits as Extra Chaos Damage 7% chance to gain 100% of Non-Chaos Damage with Hits as Extra Chaos Damage [1] |
Slayer | Attack Damage, Area of Effect | 10% increased Area of Effect 10% increased Attack Damage [1] |
Slayer | Attack Damage, Attack Speed | 5% increased Attack Speed 10% increased Attack Damage [1] [2] |
Slayer | Attack Damage, Critical Strike Chance | 15% increased Critical Strike Chance 10% increased Attack Damage [1] |
Slayer | Attack Damage, Frenzy and Endurance Charge Duration | 15% increased Frenzy Charge Duration 15% increased Endurance Charge Duration 10% increased Attack Damage [1] |
Slayer | Attack Damage, Life Leech | 0.4% of Attack Damage Leeched as Life 10% increased Attack Damage [1] [2] |
Slayer | Bane of Legends | 20% more Damage with Hits and Ailments against Unique Enemies 10% more Damage if you've Killed Recently Cannot take Reflected Physical Damage [1] |
Slayer | Brutal Fervour | Life Leech effects are not removed when Unreserved Life is Filled 10% reduced Damage taken while Leeching 100% increased Maximum Recovery per Life Leech [1] |
Slayer | Endless Hunger | 20% of Overkill Damage is Leeched as Life You are Unaffected by Bleeding while Leeching Cannot be Stunned while Leeching 20% increased Attack Speed while Leeching [1] |
Slayer | Headsman | Gain 10% increased Movement Speed for 20 seconds when you Kill an Enemy Gain 10% increased Attack Speed for 20 seconds when you Kill a Rare or Unique Enemy Kill Enemies that have 20% or lower Life when Hit by your Skills [1] |
Slayer | Impact | 5% increased Area of Effect per Enemy killed recently, up to 50% +0.4 metres to Melee Strike Range 50% increased Global Accuracy Rating Deal up to 15% more Melee Damage to Enemies, based on proximity [1] |
Slayer | Masterful Form | Your Maximum Endurance Charges is equal to your Maximum Frenzy Charges +1 to Maximum Frenzy Charges [1] |
Slayer | Overwhelm | Base Critical Strike Chance for Attacks with Weapons is 8% +10% to Critical Strike Multiplier per Nearby Enemy, up to +100% Nearby Enemies have -30% to Critical Strike Multiplier [1] |
Templar | Searing Purity | 45% of Chaos Damage taken as Lightning Damage 45% of Chaos Damage taken as Fire Damage [1] |
Trickster | Attack and Cast Speed, Damage Over Time | 4% increased Attack and Cast Speed 10% increased Damage over Time [1] |
Trickster | Evasion and Energy Shield, Attack and Cast Speed | 14% increased Evasion Rating 5% increased maximum Energy Shield 4% increased Attack and Cast Speed [1] |
Trickster | Evasion and Energy Shield, Damage | 14% increased Evasion Rating 5% increased maximum Energy Shield 10% increased Damage [1] |
Trickster | Evasion and Energy Shield, Energy Shield Leech | 14% increased Evasion Rating 5% increased maximum Energy Shield 40% increased total Recovery per second from Energy Shield Leech [1] |
Trickster | Evasion and Energy Shield, Energy Shield Recharge | 14% increased Evasion Rating 5% increased maximum Energy Shield 10% increased Energy Shield Recharge Rate [1] |
Trickster | Evasion and Energy Shield, Frenzy Charge Duration | 14% increased Evasion Rating 5% increased maximum Energy Shield 15% increased Frenzy Charge Duration [1] |
Trickster | Evasion and Energy Shield, Movement Speed | 14% increased Evasion Rating 5% increased maximum Energy Shield 4% increased Movement Speed [1] [2] |
Trickster | Escape Artist | +5 to Evasion Rating per 1 Maximum Energy Shield on Equipped Helmet +1 to maximum Energy Shield per 6 Evasion Rating on Equipped Body Armour [1] |
Trickster | Heartstopper | Every 10 seconds: Take 40% less Damage from Hits for 5 seconds Take 40% less Damage over Time for 5 seconds [1] |
Trickster | One Step Ahead | Your Action Speed is at least 108% of base value Nearby Enemy Monsters' Action Speed is at most 92% of base value [1] |
Trickster | Polymath | 3% more Damage for each different type of Mastery you have Allocated Recover 1% of Life on Kill for each different type of Mastery you have Allocated Recover 1% of Mana on Kill for each different type of Mastery you have Allocated Recover 1% of Energy Shield on Kill for each different type of Mastery you have Allocated [1] |
Trickster | Soul Drinker | Energy Shield Leech effects are not removed when Energy Shield is Filled 2% of Damage Leeched as Energy Shield 20% increased Attack and Cast Speed while Leeching Energy Shield [1] |
Trickster | Spellbreaker | +20% chance to Suppress Spell Damage Prevent +10% of Suppressed Spell Damage while on Full Energy Shield 50% chance for Energy Shield Recharge to start when you Suppress Spell Damage [1] |
Trickster | Swift Killer | +2 to Maximum Frenzy Charges 200% increased Charge Duration [1] |
Witch | Nine Lives | 25% of Damage Taken Recouped as Life, Mana and Energy Shield Recoup Effects instead occur over 3 seconds [1] |