Charge

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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 the creature. Charges can also be identified by having a specific silver border around the icon.[1]

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:

Each type of charge grants different bonuses. Charge bonuses increase proportionally to the number of accumulated charges of that type.

Mechanics

Charges are accumulated through the use of certain skills and equipment and have a default duration of ten seconds.[2] This duration can be increased or decreased with specific passive skill and unique items. Gaining a charge resets the duration of all previously accumulated charges of the same type.

Generic sources of charge duration (Ex. Charge Mastery, Swift Killer) will affect the duration of non-Power/Frenzy/Endurance charges.

Certain map modifiers allow enemies to steal charges, including alternative charges and other types of charges.

Maximum charges

By default, characters can accumulate a maximum of three charges of each type. 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.

The maximum number of charges can also be lowered by the following sources:

  • FragilityFragility
    Crimson Jewel
    -1 to Maximum Endurance ChargesCorrupted"Your flesh will fail you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • PacifismPacifism
    Viridian Jewel
    -1 to Maximum Frenzy ChargesCorrupted"Your fear will overcome you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • PowerlessnessPowerlessness
    Cobalt Jewel
    -1 to Maximum Power ChargesCorrupted"Your desires will mislead you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • Ahn's HeritageAhn's Heritage
    Colossal Tower Shield
    Chance to Block: 29%
    Armour: (783-1202)
    Movement Speed: -3%
    Requires Level 67, 159 Str+(10-20) to maximum Life(50-100)% increased Armour
    +(60-80) to maximum Life
    -1 to Maximum Endurance Charges
    -10% to maximum Chance to Block Attack Damage
    +6% Chance to Block
    +2% to all maximum Resistances while you have no Endurance Charges
    You have Onslaught while at maximum Endurance Charges
    "It's not Karui, Azmeri or even Vaal in origin,
    but one thing is certain. It is very, very old."
    - Icius Perandus, Antiquities Collection, Item 46
  • Ahn's MightAhn's Might
    Midnight Blade
    One Handed Sword
    Physical Damage: (115-150) to (249-304)
    Critical Strike Chance: (5.75-6.25)%
    Attacks per Second: 1.30
    Weapon Range: 1.1 metres
    Requires Level 68, 213 Str, 113 Dex40% increased Global Accuracy RatingAdds (80-115) to (150-205) Physical Damage
    (15-25)% increased Critical Strike Chance
    -1 to Maximum Frenzy Charges
    10% increased Area of Effect
    +100 Strength Requirement
    +50% Global Critical Strike Multiplier while you have no Frenzy Charges
    +(400-500) to Accuracy Rating while at Maximum Frenzy Charges
    "Impossibly heavy, yet the ancient edge is keen as any modern blade.
    A reminder that, in the end, when we lie in the bellies of worms,
    it is what we make that makes us."
    - Icius Perandus, Antiquities Collection, Item 47
  • Ahn's ContemptAhn's Contempt
    Praetor Crown
    Armour: (257-444)
    Energy Shield: (81-139)
    Requires Level 68, 62 Str, 91 Int+(15-20) to all Attributes
    (60-140)% increased Armour and Energy Shield
    +(60-70) to maximum Life
    -1 to Maximum Power Charges
    Gain (8-12)% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
    You take 50% reduced Extra Damage from Critical Strikes while you have no Power Charges
    "To touch it is to be overwhelmed with the need to carve your name into history.
    A face no one remembers, yet once you have seen it, you will never forget."
    - Icius Perandus, Antiquities Collection, Item 48
  • Replica Restless WardReplica Restless Ward
    Carnal Armour
    Evasion: (1129-1358)
    Energy Shield: (329-395)
    Movement Speed: -3%
    Requires Level 71, 88 Dex, 122 Int+(20-25) to maximum Mana(220-250)% increased Evasion and Energy Shield
    +(60-80) to maximum Life
    6% increased Movement Speed per Frenzy Charge
    -2 to Maximum Endurance Charges
    -2 to Maximum Frenzy Charges
    Regenerate (100-140) Life per second per Endurance Charge
    "Further research must be done on Prototype #282.
    There is power here, if it can be tapped."
  • Crucible Passive Skill Tree modifiers

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. However, 0/0 charge would not trigger the "reaching maximum charge" effect since your charges can never 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 Flicker StrikeFlicker StrikeAttack, Melee, Strike, Movement, Duration
Level: (1-20)
Cost: 10 Mana
Cooldown Time: 2.00 sec
Can Store 1 Use(s)
Attack Speed: 120% of base
Attack Damage: (142-210)% of base
Effectiveness of Added Damage: (142-210)%
Requires Level 10Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.Base duration is 3.00 seconds
10% increased Attack Speed per Frenzy Charge
15% chance to gain a Frenzy Charge on Hit
Buff grants 20% increased Movement Speed

Additional Effects From 1-20% Quality:
(0.5-10)% chance to gain a Frenzy Charge on Hit
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
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).

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

Totems

Totems 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 are 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.

Effects on players and their minions

Endurance charges:

Frenzy charges:

Power charges:

Effects on Monsters

The effects of charges on monsters differ from their effects on players and minions.

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%.

References

  1. Mark_GGG (October 5, 2015). "Why flasks aren't considered as buffs ?". Path of Exile forums. Retrieved November 17, 2015.
  2. Mark_GGG (October 8, 2013). "buff Charge Duration ! 30%". Path of Exile Forum. Retrieved October 21, 2013.

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