Power Ref /29
Monster Power
Monster Power is a number that approximately reflects how strong and dangerous a monster is. An average monster has a Power of 1, strong monsters can have Power of 2 to 3, and weak monsters might have as little as 0.5, or very occasionally less. This value is then multiplied according to the monster's Rarity:

Normal: 1
Magic: 2
Rare: 5

Unique monsters always have 20 Power.
Adds 1 to (60–80) Lightning Damage
+(300–400) to Accuracy Rating
(5–30)% increased Attack Speed
On Hitting an enemy, gains maximum added Lightning damage equal to
the enemy's Power for 6 seconds, up to a total of 500
Grants Skill: Raise Shield
(10–15)% increased Block chance
(60–100)% increased Armour
+(20–30) to Strength
+(100–150) to Stun Threshold
Enemies in your Presence count as having double Power
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
While active, gains Energy when you Shock enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
While active, gains Energy when you Stun enemies with Melee Attacks and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when one of your Persistent Minions is Killed, and triggers socketed Spells upon reaching maximum Energy. Very underlevelled Minions will incur an Energy generation penalty. Cannot socket Spells which create Minions.
Build Glory by Heavy Stunning 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.
[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.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Supports Warcry skills, causing them to grant you Rage on use depending on counted monster Power.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, gains Energy when you kill an enemy with a Melee Attack. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
[DNT-UNUSED] Stun CDR
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.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximum Energy.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Flasks
Flasks can be used to recover your Life or Mana. Flasks are not consumable, but require charges to use. Flask charges can be regained by killing enemies.

Normal enemies grant Flask charges equal to half their Power
Magic enemies grant Flask charges equal to their Power
Rare and Unique enemies grant Flask charges equal to twice their Power

Checkpoints and Wells completely refill Flasks when activated. Flasks can only hold charges while in a Flask slot.
Warcries
Warcries are skills which count enemy Power within their area and Empower your subsequent Melee Attacks, sometimes depending on the total Power of enemies counted.
Charms
Charms are protective trinkets you can equip that automatically trigger a defensive effect when a specific condition is met. Similar to Flasks, Charms require charges to trigger. Charm charges can be regained by killing monsters, granting charges equal to half of the monster's Power. Checkpoints and Wells completely recharge Charms when activated.

The maximum number of Charm slots is capped at 3.
Banner Skills
Banner Skills generate Glory when you attack a Monster while it is activated. Glory generated corresponds to the Power of the Monster hit. Once at full Glory, the Banner can be placed to create powerful Buffing Areas.
Normally you have a limit of a single Banner placed at one time.
Glory
Glory is a resource that must be spent to use certain powerful Skills. These Skills each have a method of generating Glory, and actions taken against enemies will generate Glory equal to the monster's Power. Different Skills gain and lose Glory separately, and each Skill can only generate Glory once every 2 seconds per monster.

Different Skills have different Glory requirements. Skills lose 2 Glory per second if they haven't gained Glory in the past 15 seconds. You cannot gain Glory for a Skill while any instance of that Skill is active unless that Skill is a Banner, but different Skills can generate Glory from the same Glorious action.
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