Frenzy Charges
You have Frenzy Charges. These can interact with or augment certain skills and effects.
current_frenzy_charges
Attribute /5
frenzy_charge
Name | Show Full Descriptions |
---|---|
Acronym | Hit, Glory, Projectile, Hits, Banner |
IsCharged | 1 |
BuffGroupsID | 31 |
IsBuffDefinition | 1 |
BuffMergeModesID | 4 |
Code | virtual maximum frenzy charges |
---|---|
IsPublic | 1 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 1 |
IsVirtual | 1 |
IsScalable | 1 |
StatSemantics | 3 |
Frenzy Charges
Code | current frenzy charges |
---|---|
IsPublic | 1 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 1 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | 3 |
Code | minimum frenzy charges |
---|---|
IsPublic | 1 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 1 |
IsScalable | 1 |
StatSemantics | 3 |
Skill Gem /39
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
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.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
[DNT-UNUSED] Step forward and swing your axe, knocking enemies back to drag them with your attack.
Advance while hitting enemies around you with a series of spinning Strikes.
Slam the ground to Stun enemies and knock them away, then continue forward and perform a devastating second Slam. Holding down the skill input allows you to change direction as you move.
[DNT-UNUSED] Leap back before dashing forward, taking out enemies in a path.
[DNT-UNUSED] Perform a slashing attack that moves you through the battlefield, slicing all around you.
[DNT-UNUSED] Perform two upwards slashes, causing massive claw marks in the ground.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
[DNT-UNUSED] Sword Lunge
[DNT-UNUSED] Sword Lunge
[DNT-UNUSED] Not a claw attack, more like a bite
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
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.
Leap backward and crack the ground with your staff to call forth an Ice Crystal, which creates Chilled Ground around it and can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Ready your Buckler to parry the next Strike or Projectile that would Hit you, Blocking the Hit and retaliating with a quick sweep that leaves enemies off balance, causing them to take massively increased Attack damage for a short duration. Parrying causes you to accumulate Heavy Stun buildup. You cannot Evade a Hit you could parry, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Augment yourself with temporal magic for a short duration, Empowering the next Spell you cast to repeat multiple times. Cannot Empower Channelling Skills or Skills with a Cooldown.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Support Gem /1
Item mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | +1 to Maximum Frenzy Charges | gloves 1 |
Monsters mods /17
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Vengeful | 1 | Unique | monster grants frenzy charges to allies within distance on death [50] | |
1 | Unique | monster grants frenzy charges to allies within distance on death [50] | ||
of Anger | 1 | Unique | gain frenzy charge for each quarter life removed [100] | |
1 | Unique | gain frenzy charge for each quarter life removed [1] | ||
of Frenzy | 1 | Unique | 50% chance to gain a Frenzy Charge on Hit | |
1 | Unique | 25% chance to gain a Frenzy Charge on Hit | ||
1 | Unique | 50% chance to gain a Frenzy Charge on Hit | ||
1 | Unique | 100% chance to gain a Frenzy Charge on Hit | ||
1 | Unique | monster gain frenzy charge on kin death [1] | ||
1 | Unique | +3 to Maximum Frenzy Charges | ||
1 | Unique | +7 to Maximum Frenzy Charges | ||
Martyr's Touch | 1 | Torment | base monster will be deleted on death [1] monster grants frenzy charges to allies within distance on death [55] Damage Elemental Fire | |
Martyr's Grip | 1 | Torment | gain frenzy charge for each quarter life removed [1] | |
Buccaneer's Touch | 1 | Torment | gain frenzy charge for each quarter life removed [1] | |
Buccaneer's Grip | 1 | Torment | 50% chance to gain a Frenzy Charge on Hit | |
Miner's Touch | 1 | Torment | gain frenzy charge for each quarter life removed [1] | |
Shared Boon | 1 | Bloodlines | 100% chance to gain a Frenzy Charge on Hit monster share charges with pack [1] |
Delve Area mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters have (30–60)% chance to gain a Frenzy Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size | ||
52 | DelveArea | Monsters gain a Frenzy Charge on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size |
Heist Area mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Frenzy | 1 | Suffix | Monsters have (30–60)% chance to gain a Frenzy Charge on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] | |
of Frenzy | 68 | Suffix | Monsters gain a Frenzy Charge on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] |
Misc mods /9
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Gain (1–3) Frenzy Charge on use | ||
1 | Flask | Unique | Consumes Frenzy Charges on use | ||
1 | Jewel | Unique | -1 to Maximum Frenzy Charges | ||
of Frenzy | 1 | Jewel | Unique | (10–14)% increased Frenzy Charge Duration | |
1 | Jewel | Unique | +1 to Minimum Frenzy Charges per Grand Spectrum number of stackable unique jewels [1] | ||
1 | Jewel | Unique | Passives granting Cold Resistance or all Elemental Resistances in Radius also grant an equal chance to gain a Frenzy Charge on Kill local jewel effect base radius [1500] | ||
of Ulaman | 65 | Abyss | Suffix | (8–12)% increased Skill Speed if you've consumed a Frenzy Charge Recently ulaman Speed | |
Ulaman's | 65 | Abyss | Prefix | (20–30)% increased Magnitude of Shock if you've consumed a Frenzy Charge Recently ulaman Ailment | |
of the Raider | 24 | Sentinel | Suffix | Character Gains Frenzy Charges for 15 seconds on deployment |
Unique /2
+(20–30)% to Lightning Resistance
25% reduced Light Radius
5% increased Movement Speed per Frenzy Charge
+1 to Maximum Frenzy Charges
(30–40)% increased Charges gained
Grants a Frenzy Charge on use
Passive /5
+1 to Maximum Frenzy Charges
+1 to Maximum Frenzy Charges
+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 Passive /3
Ascendancy: Deadeye
Character: Ranger
Benefits from consuming Frenzy Charges for your Skills have 50% chance to be doubled
Timeless Jewel Passive /5

Inner Conviction
Templar Keystone
Your every move is calm and calculated with absolute certainty.
Militant Faith: Dominus




Timeless Jewel Passive Additions /1
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Maraketh | Notable | 5% chance to gain a Frenzy Charge on Kill | maraketh_notable_add_frenzy_charge_on_kill |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.