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 an entity. They are not buffs.[1]

Charge types

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

Three alternative charges from belts dropped from Maven:

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

  • Spirit Charges from items like Lightpoacher and Hale Negator.
  • Divinity Charges from Garb of the EphemeralGarb of the Ephemeral
    Savant's Robe
    Energy Shield: (322-435)
    Movement Speed: -3%
    Requires Level 56, 600 Str, 752 Int<One to three random Synthesis implicit modifiers>(180-230)% increased Energy Shield
    +600 Strength and Intelligence Requirement
    Gain a Divine Charge on Hit
    +10 to maximum Divine Charges
    You gain Divinity for 10 seconds on reaching maximum Divine Charges
    Lose all Divine Charges when you gain Divinity
    Nearby Allies' Action Speed cannot be modified to below base value
    Nearby Enemies cannot deal Critical Strikes
    Exceptional men and women of strong will can flicker a spark,
    but something much greater is needed to unleash the wildfire of true divine flames.
    .
  • Void Charges from VoidfletcherVoidfletcher
    Primal Arrow Quiver
    Requires Level 66(20-30)% increased Elemental Damage with Attack SkillsConsumes a Void Charge to Trigger Level 20 Void Shot when you fire Arrows with a Non-Triggered Skill
    Adds (30-40) to (80-100) Cold Damage to Attacks
    +(80-120) to maximum Energy Shield
    +(20-30)% to Cold Resistance
    Gain (20-40) Mana per Enemy Killed
    30% increased Projectile Speed
    5 Maximum Void Charges
    Gain a Void Charge every 0.5 seconds
    Even emptiness may be harnessed.
    .
  • Siphoning Charges from DisintegratorDisintegrator
    Maelström Staff
    Warstaff
    Physical Damage: (291-311) to (417-447)
    Critical Strike Chance: 6.80%
    Attacks per Second: 1.25
    Weapon Range: 1.3 metres
    Requires Level 64, 113 Str, 113 Int+25% Chance to Block Attack Damage while wielding a StaffAdds (220-240) to (270-300) Physical Damage
    +1 to Maximum Siphoning Charges per Elder or Shaper Item Equipped
    25% chance to gain a Siphoning Charge when you use a Skill
    Adds (12-14) to (15-16) Physical Damage to Attacks and Spells per Siphoning Charge
    Gain 4% of Non-Chaos Damage as extra Chaos Damage per Siphoning Charge
    1% additional Physical Damage Reduction from Hits per Siphoning Charge
    0.2% of Damage Leeched as Life per Siphoning Charge
    Take 150 Physical Damage per Second per Siphoning Charge if you've used a Skill Recently
    Battlemage
    Blurred is the boundary
    between creator and destroyer.
    .
  • Challenger Charges from the Arena Challenger notable on the Gladiator ascendancy.
  • Blitz Charges from Blitz notable on the Berserker ascendancy.
  • Fanatic Charges from Instruments of Zeal notable on the Inquisitor ascendancy.
  • Inspiration Charges from Inspiration SupportInspiration SupportCritical, Support
    Icon: r
    Level: (1-20)
    Cost & Reservation Multiplier: 120%
    Requires Level 31Supports any skill. Minions, Totems, Traps and Mines cannot gain Inspiration Charges.Supported Skills have (25-34)% reduced Mana Cost
    Gain an Inspiration Charge when you Spend Mana on Upfront
    Costs or Effects of Supported Skills
    Supported Skills have (6-8)% increased Critical Strike Chance per Inspiration Charge
    Supported Skills deal (3-5)% more Elemental Damage per Inspiration Charge
    Lose all Inspiration Charges after Spending a total of (122-800) Mana on Upfront Costs and Effects of Supported Skills

    Additional Effects From 1-20% Quality:
    Supported Skills have (0.25-5)% reduced Mana Cost
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
    .

Mechanics

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

Charge gain

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

A special limitation applies to Endurance, Frenzy, and Power charge gain from hits with skills: most skills are limited to granting 1 of each type of charge per skill use. For example, one use or trigger of FrenzyFrenzyAttack, Projectile, Melee, Strike, Bow
Level: (1-20)
Cost: 10 Mana
Attack Damage: (115-135)% of base
Effectiveness of Added Damage: (115-135)%
Requires Level 16Performs an attack that gives the character a frenzy charge if it hits. Frenzy charges increase your attack speed.5% more Attack Damage per Frenzy Charge
5% more Attack Speed per Frenzy Charge

Additional Effects From 1-20% Quality:
+(0.1-2)% more Attack Damage per Frenzy Charge
+(0.1-2)% more Attack Speed per Frenzy Charge
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
that hits multiple enemies through chaining projectiles or Melee Splash SupportMelee Splash SupportSupport, Melee, Attack, Strike, AoE
Icon: S
Level: (1-20)
Cost & Reservation Multiplier: 130%
AoE Radius: 14
Requires Level 8Supports melee strike skills, causing their melee strike to deal splash damage around each target hit.Supported Skills deal Splash Damage to surrounding targets
Supported Skills deal 40% less Splash Damage to surrounding targets
Supported Skills have (0-57)% more Melee Splash Area of Effect

Additional Effects From 1-20% Quality:
Supported Skills have (0.5-10)% increased Area of Effect
This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Skill Gem you wish to augment. Right click to remove from a socket.
will only grant the user 1 Frenzy charge.

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

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

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

    Additional Effects From 1-20% Quality:
    (1-20)% increased beam width
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    )
  • Skills with a reservation that hit (e.g. Tempest ShieldTempest ShieldSpell, Lightning, Chaining
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 220%
    Requires Level 16Enchants your shield with the power of storms, which lashes out to deal arcing lightning damage to attackers when you block them.Deals (38-896) to (115-2688) Lightning Damage
    Chains +1 Times
    Buff grants +(18-25)% Chance to Block Spell Damage while holding a Shield
    Buff grants Immunity to Shock

    Additional Effects From 1-20% Quality:
    (2-40)% chance to Shock enemies
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Herald of IceHerald of IceSpell, AoE, Cold, Herald
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Effectiveness of Added Damage: 80%
    Requires Level 16Grants a buff adding cold damage to spells and attacks. If you shatter an enemy, this skill will cause them to explode and deal AoE cold damage to enemies near them. This damage is not affected by modifiers to spell damage.Deals (18-308) to (26-462) Cold Damage
    Damage cannot be Reflected
    Base radius is 1.2 metres
    Buff grants (4-38) to (5-56) Added Attack Cold Damage
    Buff grants (4-38) to (5-56) Added Spell Cold Damage

    Additional Effects From 1-20% Quality:
    +(0.01-0.2) metres to radius
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    )
  • Brand skills
  • Orb skills
  • Power SiphonPower SiphonCritical, Attack, Projectile
    Level: (1-20)
    Cost: (7-11) Mana
    Attack Damage: (140-159)% of base
    Effectiveness of Added Damage: (140-159)%
    Requires Level 12Fires your wand to fire a single projectile each at a number of nearby enemies, granting you a power charge if an enemy is killed by, or soon after, the hit.Fires a Projectile at up to (4-7) targets
    Modifiers to number of Projectiles instead apply to number of targets fired at
    Culling Strike
    20% chance to gain a Power Charge when Projectile Hits a Rare or Unique Enemy
    10% more Critical Strike Chance per Power Charge
    +20% to Critical Strike Multiplier per Power Charge

    Additional Effects From 1-20% Quality:
    +(0.5-10)% to Critical Strike Multiplier per Power Charge
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Blade VortexBlade VortexSpell, AoE, Duration, Physical
    Level: (1-20)
    Cost: (6-16) Mana
    Cast Time: 0.50 sec
    Critical Strike Chance: 6.00%
    Effectiveness of Added Damage: 30%
    Requires Level 12This spell creates ethereal blades which orbit in an area around you, dealing damage every 0.6 seconds to all enemies in their radius. As more blades are added, the damage becomes greater and more frequent.Deals (3-140) to (5-211) Physical Damage
    Base duration is 4.00 seconds
    +(0-0.2) metres to radius
    35% increased Hit Rate for each blade
    35% more Damage for each blade
    Can have up to 10 active spinning blades

    Additional Effects From 1-20% Quality:
    +(0.25-5)% increased Hit Rate for each blade
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Rage VortexRage VortexAttack, AoE, Duration, Melee
    Level: (1-20)
    Cost: (25-46) Life
    Attack Speed: 70% of base
    Attack Damage: (40-62)% of base
    Effectiveness of Added Damage: (40-62)%
    Requires Level 28Spin with a sword or axe to deal damage in an area around you. Sacrifices some rage to send a ragestorm forward. While enemies are inside it, the ragestorm will slow its movement and repeatedly deal attack damage based on your attack speed.Base duration is 3.00 seconds
    Base radius is 1.8 metres
    Sacrifices 20% of Rage to create a Ragestorm, if you have at least 10 Rage
    Ragestorm deals 5% more Damage per 1 Rage Sacrificed
    Ragestorm has +0.1 metres to radius per 2 Rage sacrificed
    Ragestorm Hits 250% more Frequently
    Maximum 1 Ragestorm

    Additional Effects From 1-20% Quality:
    Sacrifices +(0.25-5)% of Rage when creating a Ragestorm
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , BladestormBladestormAttack, AoE, Duration, Melee
    Level: (1-20)
    Cost: 8 Mana
    Attack Speed: 70% of base
    Attack Damage: (105-150)% of base
    Effectiveness of Added Damage: (105-150)%
    Requires Level 28Perform a spinning attack, damaging enemies around you and creating a bladestorm matching your stance. The bladestorm repeatedly damages enemies, based on your weapon damage and attack time, for a duration. Blood bladestorms are stationary and cause Bleeding, while Sand bladestorms move slowly forwards and Blind enemies. Requires a Sword or Axe. You are in Blood Stance by default.Base duration is 3.00 seconds
    (70-108)% more Damage with Bleeding while in Blood Stance
    (10-12)% more Attack Speed while you're in a Blood Bladestorm
    Maximum of 3 Bladestorms at a time
    Sand Bladestorms grant (30-38)% increased Movement Speed to you
    Bladestorm deals 50% less Damage with Hits and Ailments

    Additional Effects From 1-20% Quality:
    +(0.05-1) to Maximum number of Bladestorms at a time
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , Storm RainStorm RainAttack, AoE, Lightning, Projectile, Bow
    Level: (1-20)
    Cost: (7-11) Mana
    Attack Damage: (46-58)% of base
    Effectiveness of Added Damage: (46-58)%
    Requires Level 28Fires an arrow into the air to land at a targeted location, dealing area damage. The arrow sticks in the ground where it lands, and periodically fires a beam of lightning to another arrow near it, dealing area damage between them.50% of Physical Damage Converted to Lightning Damage
    Arrows fire Beams every (0.50-0.41) seconds
    Maximum 100 Arrows in the ground
    Each Arrow can fire 4 Beams

    Additional Effects From 1-20% Quality:
    Each Arrow can fire +(0.05-1) Beams
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    , and certain Vaal skills

Charge loss

Charges have a limited duration, which is 10 seconds for the three default charges.[4] This may be extended with modifiers to charge duration (e.g. Swift Killer) or Temporal ChainsTemporal ChainsSpell, AoE, Duration, Curse, Hex
Level: (1-20)
Cost: (16-33) Mana
Cast Time: 0.50 sec
Requires Level 24Curses all enemies in an area, lowering their action speed and making other effects on them expire more slowly.Base duration is (5.00-8.80) seconds
+(0-1) metre to radius
50% less Effect of Curse against Players
Cursed Normal and Magic Enemies have (15-29)% less Action Speed
Other effects on Cursed enemies expire 25% slower
Cursed Rare and Unique Enemies have (9-18)% less Action Speed

Additional Effects From 1-20% Quality:
(1-20)% increased Curse Duration
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
.

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

Maximum charges

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

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

Minimum Charges

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

Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using 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).[5]

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

Proxies

Because proxies use the player's skill, and the player's skill has the player's stats, proxies normally cannot benefit from Frenzy or Power charges. To avoid confusion, most proxies are not allowed to gain them.[6] Proxies can gain Endurance charges if it would be meaningful for them, like totems. Note that stats that check for current charges, such as Tectonic SlamTectonic SlamFire, Attack, AoE, Slam, Melee
Level: (1-20)
Cost: 10 Mana
Attack Speed: 80% of base
Attack Damage: (180-275)% of base
Effectiveness of Added Damage: (180-275)%
Requires Level 28Slam the ground, unleashing a fiery fissure in front of you, dealing area damage and randomly releasing a number of smaller fissures branching off from it. Consume an Endurance Charge every third time you slam the ground with this skill. Requires a Mace, Sceptre, Sword, Axe, Staff, or Unarmed.60% of Physical Damage Converted to Fire Damage
5% more Area of Effect per Endurance Charge
30% fissure branching chance
+5% fissure branching chance per Endurance Charge

Additional Effects From 1-20% Quality:
+(1.5-30)% Fissure branching chance
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
's #% more Area of Effect per Endurance Charge will still check the player, not the totem.

Mirages summoned by The SaviourThe Saviour
Legion Sword
One Handed Sword
Physical Damage: (158.7-187.5) to (317.4-357.5)
Critical Strike Chance: (5.40-5.60)%
Attacks per Second: (1.30-1.34)
Weapon Range: 1.1 metres
Requires Level 62, 122 Str, 104 Dex40% increased Global Accuracy RatingTriggers Level 20 Reflection when Equipped
(130-150)% increased Physical Damage
Adds (16-22) to (40-45) Physical Damage
(8-12)% increased Attack Speed
(8-12)% increased Critical Strike Chance
On the mirrored edge of infinity, one man sinks forever into darkness, one man rises into light.
But which one am I?
may have offensive charges. This does not affect their damage calculation, but the charges may be consumed to e.g. bypass 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.
's cooldown.

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%.
0.8.2
0.8.1

References

ru:Заряд