PoE Mastery Passive Skills 3.24

PoE Mastery Passive Skill

Passive Mastery Popularity Stats
Elemental Mastery6
  • Exposure you inflict applies at least -18% to the affected Resistance

  • 60% reduced Reflected Elemental Damage taken

  • 50% reduced Effect of Exposure on you

  • Hits have 25% chance to treat Enemy Monster Elemental Resistance values as inverted

  • Critical Strikes against you do not inherently inflict Elemental Ailments

  • 3% chance for Hits to deal 300% of Physical Damage as Extra Damage of a random Element

Sword Mastery4
  • +0.3 metres to Melee Strike Range with Swords

  • Reminder Text:
  • (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)


  • 20% chance to Impale Enemies on Hit with Attacks

  • Reminder Text:
  • (When an Impaled enemy is hit, the Impale reflects 10% of the physical damage of the Impaling hit to that enemy. Impale lasts for 5 hits or 8 seconds)


  • 8% chance to gain a Frenzy Charge when you Hit a Unique Enemy

  • Off Hand Accuracy is equal to Main Hand Accuracy while wielding a Sword

  • 120% increased Critical Strike Chance with Swords
  • -20% to Critical Strike Multiplier with Swords

  • 50% reduced Enemy Chance to Block Sword Attacks

Axe Mastery4
  • Enemies Killed by your Hits are destroyed

  • Bleeding you inflict deals Damage 15% faster

  • Reminder Text:
  • (They will deal the same total damage over a shorter duration)


  • 40% increased Effect of Onslaught on you

  • Reminder Text:
  • (Onslaught grants 20% increased Attack, Cast, and Movement Speed)


  • 30% increased Damage while in Blood Stance
  • 15% increased Area of Effect while in Sand Stance

  • Reminder Text:
  • (You are in Blood Stance by default)


  • 10% more Damage with Hits and Ailments against Enemies that are on Low Life

  • Reminder Text:
  • (You are on Low Life if you have 50% of your Maximum Life or less)


  • Attacks with Axes or Swords grant 1 Rage on Hit, no more than once every second

  • Reminder Text:
  • (Inherent effects from having Rage are:
  • 1% increased Attack Damage per 1 Rage
  • 1% increased Attack Speed per 2 Rage
  • 1% increased Movement Speed per 5 Rage)


Staff Mastery5
  • Recover 2% of Energy Shield when you Block Spell Damage while wielding a Staff
  • Recover 2% of Life when you Block Attack Damage while wielding a Staff

  • Reminder Text:
  • (Warstaves are considered Staves)


  • 30% increased Defences while wielding a Staff

  • Reminder Text:
  • (Warstaves are considered Staves)
  • (Armour, Evasion Rating and Energy Shield are the standard Defences)


  • +8% Chance to Block Attack Damage if you've Stunned an Enemy Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 20% chance to double Stun Duration

  • Gain Unholy Might on block for 3 seconds

  • Reminder Text:
  • (Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)


  • +60% to Critical Strike Multiplier if you haven't dealt a Critical Strike Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


Mace Mastery5
  • All Damage with Maces and Sceptres inflicts Chill

  • Reminder Text:
  • (Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)


  • 20% increased Area of Effect if you've dealt a Critical Strike Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • Crush Enemies on hit with Maces and Sceptres

  • Reminder Text:
  • (Crushed lowers Physical Damage Reduction by 15% for 4 seconds)


  • 12% chance to deal Double Damage with Attacks if Attack Time is longer than 1 second

  • 50% increased Stun Duration on Enemies

  • Hits that Stun Enemies have Culling Strike

  • Reminder Text:
  • (Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)


Minion Offence Mastery8
  • Minions Attacks Overwhelm 20% Physical Damage Reduction

  • Reminder Text:
  • (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)


  • Minions Penetrate 8% of Cursed Enemies' Elemental Resistances

  • Minions have 25% chance to gain Unholy Might for 4 seconds on Kill

  • Reminder Text:
  • (Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)


  • Minions have 30% increased Area of Effect

  • Minions have +250 to Accuracy Rating

  • 20% increased effect of Offerings

Shield Mastery5
  • Counterattacks have a 50% chance to Debilitate on Hit for 1 second

  • Reminder Text:
  • (Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)


  • +1% Chance to Block Attack Damage per 5% Chance to Block on Equipped Shield

  • Intimidate Enemies for 4 seconds on Block while holding a Shield

  • 20% chance to Avoid Elemental Ailments while holding a Shield

  • 2% increased Attack Damage per 75 Armour or Evasion Rating on Shield

  • +1% to Critical Strike Multiplier per 10 Maximum Energy Shield on Shield

Recovery Mastery7
  • 3% chance to Recover all Life when you Kill an Enemy

  • Life Recoup Effects instead occur over 3 seconds

  • Every 3 seconds, Consume a nearby Corpse to Recover 10% of Life

  • Nearby Enemies have 50% reduced Life Regeneration Rate

  • Life Recovery from Regeneration is not applied
  • Every 4 seconds, Recover 1 Life for every 0.1 Life Recovery per second from Regeneration

  • Regenerate 50 Life per second

Link Mastery4
  • Elemental Ailments are inflicted on you instead of Linked targets

  • Reminder Text:
  • (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


  • Enemies near your Linked targets have Fire, Cold and Lightning Exposure

  • Reminder Text:
  • (Each Exposure applies -10% to the matching Resistance)


  • Links take twice as long to break

  • Link Skills Link to 1 additional random target

  • Linked targets share Endurance, Frenzy and Power Charges with you

  • Your Movement Speed is equal to the highest Movement Speed among Linked Players

Bleeding Mastery2
  • Moving while Bleeding doesn't cause you to take extra Damage

  • Reminder Text:
  • (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)


  • 60% increased Damage with Bleeding inflicted on Poisoned Enemies

  • 60% increased Bleeding Duration

  • 80% increased Critical Strike Chance against Bleeding Enemies

  • +3% to Damage over Time Multiplier for Bleeding per Endurance Charge

Impale Mastery3
  • 10% chance on Hitting an Enemy for all Impales on that Enemy to last for an additional Hit

  • Impale Damage dealt to Enemies Impaled by you Overwhelms 20% Physical Damage Reduction

  • Reminder Text:
  • (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)


  • Call of Steel deals Reflected Damage with 40% increased Area of Effect
  • Call of Steel has 40% increased Use Speed

  • Call of Steel has +4 to maximum Steel Shards
  • Call of Steel causes 10% increased Reflected Damage

  • 20% increased Effect of Impales you inflict on non-Impaled Enemies

  • 20% chance on Hit to remove all Impales from Enemy Impales removed this way multiply their Reflected Damage for this Hit by the number of Hits they have left

Fire Mastery8
  • Fire Exposure you inflict applies an extra -5% to Fire Resistance

  • 40% of Physical Damage Converted to Fire Damage

  • Burning Enemies you kill have a 3% chance to Explode, dealing a tenth of their maximum Life as Fire Damage

  • 50% chance to refresh Ignite Duration on Critical Strike

  • Regenerate 1 Life per second for each 1% Uncapped Fire Resistance

  • Reminder Text:
  • (Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)


  • Critical Strikes do not inherently Ignite
  • 100% increased Damage with Hits against Ignited Enemies

Totem Mastery6
  • Totems' Action Speed cannot be modified to below Base Value

  • Skills that would Summon a Totem have 30% chance to Summon two Totems instead

  • 5% of Damage from Hits is taken from your nearest Totem's Life before you

  • 1% of Physical Attack Damage dealt by your Totems is Leeched to you as Life

  • Reminder Text:
  • (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)


  • 60% increased Global Critical Strike Chance if you've Summoned a Totem Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • Buffs from Active Ancestor Totems Linger for 3 seconds

  • Reminder Text:
  • (The buff still applies to you after the Ancestor Totem ceases to be Active)


Critical Mastery7
  • 50% increased Effect of non-Damaging Ailments you inflict with Critical Strikes

  • Reminder Text:
  • (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


  • +25% to Critical Strike Multiplier against Unique Enemies

  • Stuns from Critical Strikes have 100% increased Duration

  • +3 to Level of all Critical Support Gems

  • You take 30% reduced Extra Damage from Critical Strikes

  • 150% increased Critical Strike Chance against Enemies that are on Full Life

Mana Mastery9
  • Regenerate 5 Mana per second

  • Recover 10% of Mana over 1 second when you use a Guard Skill

  • 10% of Damage taken Recouped as Mana

  • Reminder Text:
  • (Only Damage from Hits can be Recouped, over 4 seconds following the Hit)


  • 10% reduced Mana Cost of Skills

  • 10% chance to Recover 10% of Mana when you use a Skill

  • 12% increased Mana Reservation Efficiency of Skills

Life Mastery15
  • 10% more Maximum Life if you have at least 6 Life Masteries allocated

  • 15% increased maximum Life if there are no Life Modifiers on Equipped Body Armour

  • +50 to maximum Life

  • You count as on Low Life while at 55% of maximum Life or below

  • You count as on Full Life while at 90% of maximum Life or above

  • Skills Cost Life instead of 30% of Mana Cost

Armour Mastery5
  • +1 Armour per 2 Strength

  • You take 30% reduced Extra Damage from Critical Strikes

  • 20% chance to Defend with 200% of Armour

  • Reminder Text:
  • (Armour is treated as this percentage of its actual value, only for calculating damage mitigation)


  • +1% to all maximum Elemental Resistances if Equipped Helmet, Body Armour, Gloves, and Boots all have Armour

  • Reminder Text:
  • (Maximum Resistances cannot be raised above 90%)


  • 20% increased Armour per second you've been stationary, up to a maximum of 100%

  • 100% increased Armour from Equipped Boots and Gloves

Armour and Energy Shield Mastery2
  • 2% chance to Defend with 150% of Armour per 5% missing Energy Shield

  • Reminder Text:
  • (Armour is treated as this percentage of its actual value, only for calculating damage mitigation)


  • Recover 5% of Energy Shield over 1 second when you take Physical Damage from an Enemy Hit

  • 10% of Armour also applies to Chaos Damage taken from Hits

  • Increases and Reductions to Armour also apply to Energy Shield Recharge Rate at 20% of their value

  • 100% increased Armour and Energy Shield from Equipped Body Armour if Equipped Helmet, Gloves and Boots all have Armour and Energy Shield

  • 10% of Physical Damage from Hits taken as Chaos Damage

Physical Mastery5
  • 60% reduced Reflected Physical Damage taken

  • 10% more Maximum Physical Attack Damage

  • Cannot be Stunned by Hits that deal only Physical Damage

  • Hits have 40% chance to ignore Enemy Monster Physical Damage Reduction

  • 40% increased Physical Damage with Skills that Cost Life

  • +6% to Damage over Time Multiplier for Bleeding per Impale on Enemy

Reservation Mastery6
  • 8% increased Damage for each of your Aura or Herald Skills affecting you

  • +1% to all maximum Elemental Resistances if you have Reserved Life and Mana

  • Reminder Text:
  • (Maximum Resistances cannot be raised above 90%)


  • 20% increased Life Reservation Efficiency of Skills

  • 30% increased Area of Effect of Aura Skills

  • Auras from your Skills have 10% increased Effect on you

  • Non-Curse Aura Skills have 50% increased Duration

Brand Mastery3
  • Recover 10% of Mana when a Brand expires while Attached

  • Brands have 30% increased Area of Effect if 50% of Attached Duration expired

  • Brands Attach to a new Enemy each time they Activate, no more than once every 0.3 seconds

  • Brand Recall has 50% increased Cooldown Recovery Rate

  • You can Cast 2 additional Brands

  • 40% increased Brand Attachment range

Warcry Mastery4
  • Warcries cannot Exert Travel Skills

  • Recover 15% of Life when you use a Warcry

  • Warcries have a minimum of 10 Power

  • Warcries Debilitate Enemies for 1 second

  • Reminder Text:
  • (Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)


  • Remove all Damaging Ailments when you Warcry

  • Reminder Text:
  • (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)


  • Warcries have 10% chance to Exert 3 additional Attacks

Leech Mastery8
  • 10% of Leech is Instant

  • 40% increased Armour and Evasion Rating while Leeching

  • 25% more Damage with Hits against Enemies that cannot have Life Leeched from them

  • 25% of Damage taken Recouped as Life if Leech was removed by Filling Unreserved Life Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)
  • (Only Damage from Hits can be Recouped, over 4 seconds following the Hit)


  • 100% increased total Recovery per second from Life, Mana, or Energy Shield Leech

  • Reminder Text:
  • (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
  • (Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
  • (Leeched Energy Shield is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)


  • 25% increased Maximum total Life, Mana and Energy Shield Recovery per second from Leech

Attributes Mastery3
  • 5% increased Attributes

  • Reminder Text:
  • (Attributes are Strength, Dexterity, and Intelligence)


  • 1% increased Damage per 5 of your lowest Attribute

  • Reminder Text:
  • (Attributes are Strength, Dexterity, and Intelligence)


  • +5 to Strength per Allocated Mastery Passive Skill

  • +5 to Intelligence per Allocated Mastery Passive Skill

  • +5 to Dexterity per Allocated Mastery Passive Skill

Block Mastery2
  • +2% to maximum Chance to Block Attack Damage

  • Reminder Text:
  • (Maximum Chance to Block Attack Damage cannot be raised above 90%)


  • +2% to maximum Chance to Block Spell Damage

  • Reminder Text:
  • (Maximum Chance to Block Spell Damage cannot be raised above 90%)


  • 20 Life gained when you Block
  • 20 Mana gained when you Block

  • 3% increased Spell Damage per 5% Chance to Block Spell Damage

  • 3% increased Attack Damage per 5% Chance to Block Attack Damage

Damage Over Time Mastery5
  • 30% increased Effect of Cruelty

  • +10% to Damage over Time Multiplier if you've Killed Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 15% increased Duration of Ailments on Enemies
  • 15% increased Skill Effect Duration

  • Reminder Text:
  • (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)


  • 10% less Damage Taken from Damage over Time

Dual Wielding Mastery3
  • +15% Chance to Block Spell Damage while Dual Wielding
  • Dual Wielding does not inherently grant chance to Block Attack Damage

  • +1% to Off Hand Critical Strike Chance while Dual Wielding

  • 60% increased Damage while wielding two different Weapon Types

  • 20% chance to gain Elusive when you Block while Dual Wielding

  • Reminder Text:
  • (Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)


  • +15% Chance to Block Attack Damage if you have not Blocked Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 20% chance to Maim Enemies with Main Hand Hits
  • 20% chance to Blind Enemies with Off Hand Hits

  • Reminder Text:
  • (Maimed enemies have 30% reduced Movement Speed)
  • (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)


Stun Mastery5
  • 100% increased Enemy Stun Threshold
  • 200% increased Stun Duration on Enemies

  • Reminder Text:
  • (The Stun Threshold determines how much Damage can Stun something)


  • 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit

  • +50% to Critical Strike Multiplier against Stunned Enemies

  • Hits against you Cannot be Critical Strikes if you've been Stunned Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 25% chance to deal a Stunning Hit to Nearby Enemy Monsters when you're Stunned

  • Gain Adrenaline when Stunned, for 2 seconds per 100ms of Stun Duration

  • Reminder Text:
  • (Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)


Fortify Mastery2
  • Recover 100 Life for each Fortification lost

  • Reminder Text:
  • (Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification)


  • Gain 20 Fortification on Melee Kill against a Rare or Unique Enemy

  • Reminder Text:
  • (Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)


  • 2% reduced Duration of Ailments inflicted on you per Fortification

  • Reminder Text:
  • (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)


  • 4% increased Stun and Block Recovery per Fortification

  • Melee Hits Fortify
  • -3 to maximum Fortification

  • Reminder Text:
  • (Fortifying grants an amount of Fortification based on the Damage of the Hit)
  • (Take 1% less Damage from Hits per Fortification. Maximum 20 Fortification. Fortification lasts 6 seconds)


  • 10% reduced Damage over Time Taken while you have at least 20 Fortification

Attack Mastery10
  • +0.3 metres to Melee Strike Range

  • Reminder Text:
  • (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)


  • Non-Vaal Strike Skills target 1 additional nearby Enemy

  • Remove Damaging Ailments when you Change Stance
  • Stance Skills have +6 seconds to Cooldown

  • Reminder Text:
  • (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)


  • Monsters cannot Block your Attacks

  • 5% increased Attack Speed per Enemy in Close Range

  • Reminder Text:
  • (Close Range is up to 2 metres)


  • Nearby Enemies are Intimidated while you have Rage

  • Reminder Text:
  • (Intimidated enemies take 10% increased Attack Damage)


Minion Defence Mastery5
  • Minions have +8% to all maximum Elemental Resistances

  • Reminder Text:
  • (Maximum Resistances cannot be raised above 90%)


  • Link Skills can target Damageable Minions

  • Minions Leech 1% of Damage as Life

  • Reminder Text:
  • (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)


  • Convocation has 40% increased Cooldown Recovery Rate

  • Minions have 15% reduced Life Recovery rate
  • Minions have 30% increased maximum Life

  • Minions Recover 5% of Life on Minion Death

Two Hand Mastery4
  • 3% chance to deal Triple Damage

  • 40% increased Damage with Hits against Rare and Unique Enemies

  • 10% increased Armour per Red Socket on Main Hand Weapon
  • 10% increased Evasion Rating per Green Socket on Main Hand Weapon

  • 15% more Stun Duration with Two Handed Weapons

  • Attacks with Two Handed Weapons deal 60% increased Damage with Hits and Ailments
  • 10% reduced Attack Speed

  • Reminder Text:
  • (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)


  • Ruthless Hits Intimidate Enemies for 4 seconds

  • Reminder Text:
  • (Intimidated enemies take 10% increased Attack Damage)


Curse Mastery6
  • +20% chance to Ignite, Freeze, Shock, and Poison Cursed Enemies

  • Reminder Text:
  • (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
  • (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
  • (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
  • (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)


  • You take 40% reduced Extra Damage from Critical Strikes by Cursed Enemies

  • Non-Cursed Enemies you inflict Non-Aura Curses on are Blinded for 4 seconds

  • Reminder Text:
  • (Being Blinded causes 20% less Accuracy Rating and Evasion Rating)


  • Your Curses have 20% increased Effect if 50% of Curse Duration expired

  • Enemies you Curse are Hindered, with 15% reduced Movement Speed

  • Reminder Text:
  • (Hinder reduces movement speed)


  • Recover 1% of Life when you Curse a Non-Cursed Enemy
  • Recover 1% of Mana when you Curse a Non-Cursed Enemy

Protection Mastery5
  • 65% reduced Effect of Withered on you

  • Reminder Text:
  • (Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)


  • Your Elemental Resistances cannot be lowered by Curses

  • Corrupted Blood cannot be inflicted on you

  • You cannot be Maimed
  • You cannot be Hindered

  • You cannot be Impaled

  • Damaging Ailments Cannot Be inflicted on you while you already have one
  • Non-Damaging Ailments Cannot Be inflicted on you while you already have one

  • Reminder Text:
  • (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
  • (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


Energy Shield Mastery6
  • 30% increased Light Radius
  • Light Radius is based on Energy Shield instead of Life

  • 10% less Physical Damage Taken while on Full Energy Shield

  • 50% of your Energy Shield is added to your Stun Threshold

  • Reminder Text:
  • (The Stun Threshold determines how much Damage can Stun something)


  • Regenerate 2% of Energy Shield per second

  • 30% of Chaos Damage taken does not bypass Energy Shield

  • 100% increased Energy Shield from Equipped Helmet

Accuracy Mastery4
  • 40% more Accuracy Rating against Unique Enemies

  • Gain Accuracy Rating equal to your Intelligence

  • Dexterity's Accuracy Bonus instead grants +3 to Accuracy Rating per Dexterity

  • Minions' Accuracy Rating is equal to yours

  • 50% more Accuracy Rating at Close Range

  • Reminder Text:
  • (Close Range is up to 2 metres)


  • +500 to Accuracy Rating
  • -2 to Accuracy Rating per Level

Wand Mastery4
  • 10% chance to gain a Power Charge on Critical Strike with Wands

  • Unnerve Enemies for 4 seconds on Hit with Wands

  • Reminder Text:
  • (Unnerved enemies take 10% increased Spell Damage)


  • Wand Attacks fire an additional Projectile

  • Increases and Reductions to Spell Damage also apply to Attacks while wielding a Wand

  • 0.5% of Attack Damage Leeched as Life
  • 0.5% of Attack Damage Leeched as Mana

  • Reminder Text:
  • (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
  • (Leeched Mana is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)


  • Intelligence is added to Accuracy Rating with Wands

Chaos Mastery3
  • Recover 1% of Life per Withered Debuff on each Enemy you Kill

  • +1 to Level of all Chaos Skill Gems
  • Lose 10% of Life and Energy Shield when you use a Chaos Skill

  • +1% to maximum Chaos Resistance

  • Reminder Text:
  • (Maximum Resistances cannot be raised above 90%)


  • 40% of Physical Damage Converted to Chaos Damage

  • Deal 10% more Chaos Damage to enemies which have Energy Shield

  • 5% chance when you inflict Withered to inflict up to 15 Withered Debuffs instead

  • Reminder Text:
  • (Withered applies 6% increased Chaos Damage Taken, and can be inflicted up to 15 times)


Flask Mastery8
  • Life Flasks gain 1 Charge every 3 seconds
  • Mana Flasks gain 1 Charge every 3 seconds

  • Remove a random Elemental Ailment when you use a Mana Flask

  • Reminder Text:
  • (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


  • Remove a random Non-Elemental Ailment when you use a Life Flask

  • 25% chance to gain a Flask Charge when you deal a Critical Strike

  • Enemies you Kill that are affected by Elemental Ailments grant 100% increased Flask Charges

  • Reminder Text:
  • (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


  • Recover 4% of Life when you use a Flask

Lightning Mastery5
  • 40% of Physical Damage Converted to Lightning Damage

  • 60% increased Critical Strike Chance against enemies with Lightning Exposure

  • +15% to Maximum Effect of Shock

  • Reminder Text:
  • (Base Maximum Effect of Shock is 50% increased Damage taken)


  • Shocks you inflict spread to other Enemies within 1 metre

  • Increases and reductions to Maximum Mana also apply to Shock Effect at 30% of their value

  • Lightning Damage of Enemies Hitting you while you're Shocked is Unlucky

  • Reminder Text:
  • (Unlucky things are rolled twice and the worst result used)


Caster Mastery6
  • Final Repeat of Spells has 30% increased Area of Effect

  • 25% more Spell Damage if you've been Stunned while Casting Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 6% increased Cast Speed for each different Non-Instant Spell you've Cast Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • Spells which can gain Intensity have +1 to maximum Intensity

  • Skills supported by Unleash have +1 to maximum number of Seals

  • 25% chance to open nearby Chests when you Cast a Spell

Charge Mastery3
  • Cannot be Ignited while at maximum Endurance Charges

  • Cannot be Chilled while at maximum Frenzy Charges

  • Cannot be Shocked while at maximum Power Charges

  • 100% increased Charge Duration

  • 3% increased Damage per Endurance, Frenzy or Power Charge

  • Nearby Enemies cannot gain Power, Frenzy or Endurance Charges

Duration Mastery2
  • 10% more Skill Effect Duration

  • 10% less Skill Effect Duration

  • Debuffs on you expire 15% faster

  • 20% reduced Elemental Ailment Duration on you

  • Reminder Text:
  • (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


Armour and Evasion Mastery2
  • Defend with 120% of Armour against Projectile Attacks
  • 5% more chance to Evade Melee Attacks

  • Reminder Text:
  • (Armour is treated as this percentage of its actual value, only for calculating damage mitigation)


  • 8% increased Evasion Rating per Frenzy Charge
  • 8% increased Armour per Endurance Charge

  • 80% increased Stun and Block Recovery

  • Every 4 seconds, Regenerate Life equal to 1% of Armour and Evasion Rating over 1 second

  • 40% increased Evasion Rating if you have been Hit Recently
  • 40% increased Armour if you haven't been Hit Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • Immune to Bleeding if Equipped Helmet has higher Armour than Evasion Rating
  • Immune to Poison if Equipped Helmet has higher Evasion Rating than Armour

Cold Mastery6
  • 40% of Physical Damage Converted to Cold Damage

  • 10% Chance to Inflict Cold Exposure on Hit with Cold Damage

  • Reminder Text:
  • (Cold Exposure applies -10% to Cold Resistance for 4 seconds)


  • Enemies near targets you Shatter have 20% chance to be Covered in Frost for 5 seconds

  • Reminder Text:
  • (Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)


  • +1% to maximum Cold Resistance

  • Reminder Text:
  • (Maximum Resistances cannot be raised above 90%)


  • Chills from your Hits always reduce Action Speed by at least 10%

  • Enemies permanently take 5% increased Damage for each second they've ever been Frozen by you, up to a maximum of 50%

Evasion Mastery5
  • Cannot be Stunned if you haven't been Hit Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 40% increased Evasion Rating if you have been Hit Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 10% increased Movement Speed if you haven't taken Damage Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 30% chance to Avoid being Poisoned
  • 30% chance to Avoid Bleeding
  • 30% chance to Avoid being Impaled

  • +15% chance to Suppress Spell Damage if Equipped Helmet, Body Armour, Gloves, and Boots all have Evasion Rating

  • 100% increased Evasion Rating from Equipped Body Armour

Mine Mastery5
  • Each Mine applies 2% increased Damage taken to Enemies near it, up to 10%

  • Each Mine applies 2% reduced Damage dealt to Enemies near it, up to 10%

  • 30% increased Effect of Auras from Mines

  • Detonate Mines is Triggered while you are moving

  • Mines cannot be Damaged

  • Regenerate 2.5% of Life per Second if you've Detonated a Mine Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


Bow Mastery5
  • Blink Arrow and Mirror Arrow have 100% increased Cooldown Recovery Rate

  • 20% increased Area of Effect while wielding a Bow

  • Arrows gain Critical Strike Chance as they travel farther, up to 100% increased Critical Strike Chance

  • 100% increased Mirage Archer Duration

  • +100 to Accuracy Rating per Green Socket on Equipped Bow

  • Increases and Reductions to Projectile Speed also apply to Damage with Bows

Trap Mastery4
  • 5% chance to throw up to 4 additional Traps

  • 8% Chance for Traps to Trigger an additional time

  • Can have up to 5 additional Traps placed at a time

  • 60% increased Trap Trigger Area of Effect

  • Recover 30 Life when your Trap is triggered by an Enemy

  • Traps cannot be Damaged

Blind Mastery2
  • 40% increased Blind Effect

  • Reminder Text:
  • (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)


  • 100% increased Blind duration

  • Reminder Text:
  • (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)


  • 60% increased Critical Strike Chance against Blinded Enemies

  • 100% chance to Avoid Blind

Mark Mastery4
  • Marked Enemy cannot Regenerate Life

  • Enemies near your Marked Enemy are Blinded

  • Reminder Text:
  • (Being Blinded causes 20% less Accuracy Rating and Evasion Rating)


  • 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy

  • Marked Enemy cannot deal Critical Strikes

  • Your Mark Transfers to another Enemy when Marked Enemy dies

  • 50% more Accuracy Rating against Marked Enemy

Dagger Mastery4
  • +100% to Critical Strike Multiplier against Enemies that are on Full Life

  • Critical Strikes have Culling Strike

  • Reminder Text:
  • (Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)


  • +10% chance to Suppress Spell Damage for each Dagger you're Wielding

  • Reminder Text:
  • (50% of Damage from Suppressed Hits and Ailments they inflict is prevented)


  • 8% more Damage with Hits and Ailments against Enemies affected by at least 5 Poisons

  • 50% increased Projectile Speed while wielding a Dagger

  • Reminder Text:
  • (Rune Daggers are considered Daggers)


  • Elusive also grants +40% to Critical Strike Multiplier for Skills Supported by Nightblade

Poison Mastery4
  • Poisons you inflict on non-Poisoned Enemies deal 300% increased Damage

  • Poisons you inflict deal Damage 20% faster

  • Reminder Text:
  • (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
  • (They will deal the same total damage over a shorter duration)


  • +12% to Damage over Time Multiplier for Poison you inflict on Bleeding Enemies

  • Enemies Poisoned by you cannot deal Critical Strikes

  • Recover 3% of Life on Killing a Poisoned Enemy

  • Plague Bearer has 20% increased Maximum Plague Value

Spell Suppression Mastery3
  • Prevent +3% of Suppressed Spell Damage

  • Reminder Text:
  • (50% of Damage from Suppressed Hits and Ailments they inflict is prevented)


  • Inflict Fire, Cold and Lightning Exposure on Enemies when you Suppress their Spell Damage

  • Reminder Text:
  • (Each Exposure applies -10% to the matching Resistance for 4 seconds)


  • Prevent +1% of Suppressed Spell Damage per Hit Suppressed Recently
  • -2% chance to Suppress Spell Damage per Hit Suppressed Recently

  • Reminder Text:
  • (50% of Damage from Suppressed Hits and Ailments they inflict is prevented)


  • Suppressed Spell Damage cannot inflict Elemental Ailments on you

  • Reminder Text:
  • (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)


  • You have Phasing if you have Suppressed Spell Damage Recently
  • +8% chance to Suppress Spell Damage while Phasing

  • Reminder Text:
  • (While you have Phasing, your movement is not blocked by Enemies)
  • (50% of Damage from Suppressed Hits and Ailments they inflict is prevented)


  • Chance to Suppress Spell Damage is Lucky

Evasion and Energy Shield Mastery2
  • 30% increased Evasion Rating while you have Energy Shield

  • 20% increased Energy Shield Recovery Rate if you haven't been Hit Recently

  • Reminder Text:
  • (Recently refers to the past 4 seconds)


  • 20% increased Maximum Energy Shield if both Equipped Rings have an Explicit Evasion Modifier
  • 40% increased Energy Shield Recharge Rate if Equipped Amulet has an Explicit Evasion Modifier

  • 100% increased Evasion Rating if Energy Shield Recharge has started in the past 2 seconds

  • 1% increased Evasion Rating per 5 Intelligence
  • Dexterity provides no inherent bonus to Evasion Rating

  • Every 4 seconds, Regenerate Energy Shield equal to 1% of Evasion Rating over 1 second

Claw Mastery4
  • Gain 25 Life per Enemy Hit with Main Hand Claw Attacks
  • Gain 25 Mana per Enemy Hit with Off Hand Claw Attacks

  • Inherent Attack Speed bonus from Dual Wielding is doubled while wielding two Claws

  • 60% increased Damage with Claws against Enemies that are on Low Life

  • 10% of Leech is Instant per Equipped Claw

  • 50% increased Stealth if you've Hit With a Claw Recently

  • Skills Supported by Nightblade have 40% increased Effect of Elusive

  • Reminder Text:
  • (Elusive initially grants 15% chance to Avoid All Damage from Hits, and 30% increased Movement Speed. The buff reduces its effect over time, removing itself at 0% effect. If you already have an Elusive buff, you cannot gain Elusive)


Projectile Mastery3
  • Projectiles deal 20% increased Damage with Hits and Ailments for each Enemy Pierced

  • Projectiles deal 20% increased Damage with Hits and Ailments for each time they have Chained

  • 1% increased Projectile Damage per 16 Dexterity

  • Knock Back Enemies if you get a Critical Strike with Projectile Damage

  • Reminder Text:
  • (Knockback pushes Enemies away when Hit)


  • 15% more Projectile Speed

  • 15% less Projectile Speed

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