Charges Ref /69
Charges
Charges can be gained from a number of Skills, passives, and other effects. They do not grant any inherent benefits, but can be consumed to fuel many skills and other effects. Charges last for 15 seconds by default, refreshing whenever you gain another charge of the same type.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
There are three types of Charges — Endurance, Frenzy and Power. By default players can have up to 3 of each type of Charge at once.
(10–15)% increased Skill Speed
+(15–25) to Armour
+(40–60) to maximum Life
(10–15)% reduced maximum Mana
25% reduced maximum Mana
+(13–17)% to Chaos Resistance
+(50–70) to maximum Mana
+(20–30)% to Lightning Resistance
Lose all Power Charges on reaching maximum Power Charges
Shocks you when you reach maximum Power Charges
+(60–80) to maximum Life
+(40–60) to maximum Mana
25% reduced Endurance Charge Duration
Recover 5% of maximum Life for each Endurance Charge consumed
+(20–30)% to Lightning Resistance
25% reduced Light Radius
5% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
+(20–30)% to Critical Damage Bonus
(12–20)% increased Rarity of Items found
+(10–20) to all Attributes
+(17–23)% to Chaos Resistance
(20–30)% increased Mana Regeneration Rate
(10–15)% reduced Charges per use
Grants a Power Charge on use
(30–40)% increased Charges gained
Grants a Frenzy Charge on use
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Supports skills that consume Power, Frenzy or Endurance Charges on use, giving them a chance not to remove each Charge while still gaining the benefits of consuming them.
Supports Skills that you use yourself. Supported Skills will consume a Frenzy Charge on use if possible, and will gain significant Skill Speed if they do. Supported Skills cannot generate Frenzy Charges.
Supports any Skill that Consumes Charges, granting a chance for benefits of that Consumption to be doubled.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Supports Curse Skills you cast yourself. Supported Skills will consume Power Charges on use, gaining significant Curse duration if they do.
Perform a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
Perform a damaging warcry, Knocking Back nearby enemies. If a Heavy Stunned enemy is hit, your next Slam is Empowered to perform an additional Aftershock. If not, this skill's cooldown is reset. Only counts Heavily Stunned enemies for purposes of counting Power Gained.
When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant you an Endurance Charge.
Mark a target. The next Critical Hit the target receives consumes the Mark to deal extra damage and grant you a Frenzy Charge.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
Ready a volley of arrows or spears, Empowering your next Barrageable Bow or Projectile Spear Attack to Repeat multiple times. Consumes your Frenzy Charges on use to add additional repeats.
Jump back as you rupture the earth in front of you with spearpoints, damaging enemies. Consumes the Parried Debuff on Hitting enemies to release a shockwave and grant you a Frenzy Charge. This skill can be used while using other skills, and causes Strikes and Projectiles to miss you while jumping. This skill cannot be Ancestrally Boosted.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the ice fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
Throw a Spear with enough force to kick up a Whirlwind where it lands, Slowing enemies and Blinding them in its area of effect. Entering the Whirlwind collapses it, dealing damage and causing Knockback. Consumes a Frenzy Charge if possible to create the Whirlwind with one more than its normal maximum number of stages.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge. Enemies around you that can be Culled will be highlighted.
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back enemies, and knocking an Enemy into terrain or another larger Enemy will cause a shockwave.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered.
Attempt to rip the lifeforce from an enemy. Enemies within Culling range will be highlighted and instantly killed on Hit, granting a Power Charge. Can only target Enemies in Culling range.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Infuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Dash to an enemy and Strike them with an unarmed Attack, Culling enemies if their life is low enough. Each enemy killed by this strike grants a Power Charge. Enemies around you that can be Culled will be highlighted. This skill always Strikes with your bare fist, even if you have a Quarterstaff equipped.
While active, creates a short-lived illusory copy of yourself whenever you dodge roll. The copy can be damaged by enemies, and copies that are destroyed by an enemy will grant you a Power Charge.
Consume all Power Charges to infuse your Quarterstaff with electricity, adding Lightning damage and a Lightning shockwave to your Quarterstaff Attacks. Reusing this skill while the Buff is active adds to the Buff's duration and damage.
Dash to a target and Strike them with your Quarterstaff. If the target is Shocked, consumes their Shock to release a Lightning shockwave around the target and grant you a Power Charge. This skill cannot be Ancestrally Boosted.
Hurl your Spear with force. Consumes a Frenzy Charge if you have one to cause the Spear to explode at the end of its flight.
Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
Quarterstaff Skills that consume Power Charges count as consuming an additional Power Charge
30% increased Stun Buildup
5% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges
+1 to Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
+2 to Maximum Frenzy Charges
+2 to Maximum Endurance Charges
5% chance that if you would gain Endurance Charges, you instead gain up to maximum Endurance Charges
+1 to Maximum Endurance Charges
5% chance that if you would gain Power Charges, you instead gain up to
your maximum number of Power Charges
your maximum number of Power Charges
+1 to Maximum Power Charges
+2 to Maximum Power Charges
+1 to Maximum Power Charges
Gain Power Charges instead of Frenzy Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
Gain Frenzy Charges instead of Endurance Charges
Gain Endurance Charges instead of Power Charges
Ascendancy: Deadeye
Character: Ranger
30% chance that if you would gain Frenzy Charges, you instead gain up to your maximum number of Frenzy Charges
Ascendancy: Deadeye
Character: Ranger
Skills Consuming Frenzy Charges behave as if Consuming twice as many Frenzy Charges
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.