Charges Ref /77
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


+(100–150) to maximum Mana
+3 to Level of all Spell Skills
(15–30)% increased Cast Speed
(-1–1) to Maximum Power Charges
power siphon unique elemental art variation [1]
visual use power charges elemental epk [1]
Teleport to a enemy and Strike them. Consumes Power Charges to perform additional teleporting Strikes on nearby enemies.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
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.
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 glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Supports Slam skills. Supported Skills will consume Endurance Charges on use to create Jagged Ground.
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.
Consume all Power Charges to charge 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.
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 any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Supports Skills which can expend Combo. On expending Combo with Supported Skills, you have a chance to gain Power Charges based on the amount of Combo expended.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you gain an Endurance Charge.
While active, grants you a Frenzy Charge when you Freeze, Electrocute or Pin an enemy. This can only occur once every few seconds.
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 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 Curse Skills you cast yourself. Supported Skills will consume Power Charges on use, gaining significant Curse duration if they do.
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.
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.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Supports skills which have a benefit for Perfect Timing. Supported Skills grant at least one Endurance Charge when Hitting an enemy with Perfect Timing.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Opiloti's Soul Core of Assault
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Xopec's Soul Core of Power
Stack Size: 1 / 10
Requires: Level 50
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Quarterstaff Skills that consume Power Charges count as consuming an additional Power Charge
30% increased Stun Buildup
+1 to Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
Recover 3% of maximum Life for each Endurance Charge consumed
+1 to Maximum Endurance Charges
+1 to Maximum Endurance Charges
+1 to Maximum Power Charges
+1 to Maximum Power Charges
40% increased Endurance, Frenzy and Power Charge Duration
+10 to Dexterity
Skills have 10% chance to not remove Charges but still count as consuming them
+10 to Strength
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
Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled
Thaumaturgical Dynamism
While Thaumaturgical Dynamism is active, you passively generate a Power, Frenzy or Endurance Charge once every eight seconds.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
The kind of Charge you generate is determined by the Attribute Requirements of the Skills you have socketed in your Skill Gem sockets. The higher the total Strength Requirement total of your socketed Skill Gems, the more likely you will be to generate an Endurance Charge. Higher total Dexterity Requirement corresponds to a higher chance for Frenzy Charges, and Intelligence to Power Charges.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.