List of notable ascendancy passive skills

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The table below lists notable ascendancy passive skills.

Ascendancy
Class
NameStats
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
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
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
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
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
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 FlourishNon-Travel Attack Skills Repeat an additional Time
Final Repeat of Attack Skills deals 60% more Damage [1]
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
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
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
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
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
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 ResolveTake 25% less Damage
Deal 10% less Damage [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
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
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
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 NatureNon-Damaging Elemental Ailments you inflict spread to other enemies within 2 metres
Non-Damaging Elemental Ailments you inflict have 100% more Effect [1]
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
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 Purity45% of Chaos Damage taken as Lightning Damage
45% of Chaos Damage taken as Fire Damage [1]
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 Lives25% of Damage Taken Recouped as Life, Mana and Energy Shield
Recoup Effects instead occur over 3 seconds [1]

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