List of Passive Masteries

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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
  • 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Helmet,
    Gloves and Boots all have Armour and Energy Shield
  • 10% of Physical Damage from Hits taken as Chaos Damage
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
  • You take 30% reduced Extra Damage from Critical Strikes
  • 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
Attack Mastery 5
  • Non-Vaal Strike Skills target 1 additional nearby Enemy
  • Nearby Enemies are Intimidated while you have Rage
  • Monsters cannot Block your Attacks
  • 5% increased Attack Speed per Enemy in Close Range
  • +0.3 metres to Melee Strike Range
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
  • 40% increased Effect of Onslaught on you
  • Enemies Killed by your Hits are destroyed
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 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
  • Nearby Enemies cannot gain Power, Frenzy or Endurance 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
  • Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds
  • +1% to maximum Cold Resistance
  • Chills from your Hits always reduce Action Speed by at least 10%
  • Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%
Critical Mastery 6
  • 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 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
  • You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies
  • Recover 1% of Mana when you Curse a Non-Cursed Enemy
    Recover 1% of Life when you Curse a Non-Cursed Enemy
Dagger Mastery 6
  • +100% to Critical Strike Multiplier against Enemies that are on Full Life
  • Critical Strikes have Culling Strike
  • 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
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
  • Critical Strikes against you do not inherently inflict Elemental Ailments
  • 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element
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
  • Life Flasks gain 1 Charge every 3 seconds
    Mana Flasks gain 1 Charge every 3 seconds
  • Remove a random Non-Elemental Ailment when you use a Life Flask
  • 25% chance to gain a Flask Charge when you deal a Critical Strike
  • Recover 4% of Life when you use a Flask
  • Enemies you Kill that are affected by Elemental Ailments
    grant 100% increased Flask Charges
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
  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour
  • 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
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
  • 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 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
  • Marked Enemy cannot deal Critical Strikes
  • Your Mark Transfers to another Enemy when Marked Enemy dies
  • 50% more Accuracy Rating against Marked Enemy
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
  • Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life
  • Nearby Enemies have 50% reduced Life Regeneration Rate
  • 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
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
  • Totems' Action Speed cannot be modified to below base value
  • 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
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
  • 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 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