Ascendant Ascendancy - Path of Exile

19 Ascendancy classes Ascendancy Locations Ascendancy Refund Ascendancy Trees
Duelist Shadow Marauder Witch
Ranger Templar Scion PoE Ascendancy Changes

Ascendant Ascendancy Passive Skills

Name Category Stats
Path of the Ranger Notable Can Allocate Passives from the Ranger's starting point
Path of the Witch Notable Can Allocate Passives from the Witch's starting point
Path of the Marauder Notable Can Allocate Passives from the Marauder's starting point
Path of the Duelist Notable Can Allocate Passives from the Duelist's starting point
Path of the Shadow Notable Can Allocate Passives from the Shadow's starting point
Path of the Templar Notable Can Allocate Passives from the Templar's starting point
Passive Point
Strength +40 to Strength
Dexterity +40 to Dexterity
Intelligence +40 to Intelligence
Strength and Dexterity +20 to Strength and Dexterity
Strength and Intelligence +20 to Strength and Intelligence
Dexterity and Intelligence +20 to Dexterity and Intelligence
Marauder Ascendancy Notable
Ranger Ascendancy Notable
Witch Ascendancy Notable
Duelist Ascendancy Notable
Templar Ascendancy Notable
Shadow Ascendancy Notable
Juggernaut

+1000 to Accuracy Rating
Cannot be Chilled
Cannot be Stunned
5% increased Damage per Endurance Charge
Gain 1 Endurance Charge every second if you've been Hit Recently

(Recently refers to the past 4 seconds)
(You can only take one of the three Marauder Ascendancy passives)

Berserker

5% increased Damage taken
15% more Damage
Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds
2% of Attack Damage Leeched as Life and Mana if you've Killed Recently
Cannot be Stunned while you have at least 25 Rage

(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)
(Recently refers to the past 4 seconds)
(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)
(You can only take one of the three Marauder Ascendancy passives)
(Maximum Rage is 50)
(You lose 1 Rage every 0.5 seconds if you have not been Hit or gained Rage Recently)

Chieftain

40% increased Fire Damage
Regenerate 2% of Life per second
1% of Damage dealt by your Totems is Leeched to you as Life
20% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit
10% increased Strength

(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Enemies that are Covered in Ash have 20% less Movement Speed and 20% increased Fire Damage Taken)
(You can only take one of the three Marauder Ascendancy passives)

Raider

+20% chance to Suppress Spell Damage
10% increased Movement Speed
You have Onslaught while on full Frenzy Charges
10% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy
Phasing

(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(While you have Phasing, your movement is not blocked by Enemies)
(You can only take one of the three Ranger Ascendancy passives)

Deadeye

25% increased Effect of your Marks
Projectiles gain Damage as they travel farther, dealing up
to 50% increased Damage with Hits to targets
Skills fire an additional Projectile
You and nearby Allies have Tailwind

(Tailwind increases Action Speed by 8%)
(You can only take one of the three Ranger Ascendancy passives)

Pathfinder

10% increased Movement Speed during any Flask Effect
10% increased Attack Speed during any Flask Effect
Flasks gain 3 Charges every 3 seconds
15% chance for Flasks you use to not consume Charges
Recover 4% of Life when you use a Flask

(You can only take one of the three Ranger Ascendancy passives)

Occultist

You can apply an additional Curse
10% increased Effect of your Curses
Regenerate 1.5% of Energy Shield per second
Cannot Be Stunned while you have Energy Shield

(You can only take one of the three Witch Ascendancy passives)

Elementalist

Shocks from your Hits always increase Damage taken by at least 10%
Cannot take Reflected Elemental Damage
Exposure you inflict applies an extra -20% to the affected Resistance
+1 to maximum number of Summoned Golems

(You can only take one of the three Witch Ascendancy passives)

Necromancer

Your Offering Skills also affect you
Your Offerings have 50% reduced Effect on you
Minions deal 30% increased Damage
Auras from your Skills grant 2% increased Attack and Cast
Speed to you and Allies
If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect

(Auras can only grant bonuses to things they affect)
(Recently refers to the past 4 seconds)
(You can only take one of the three Witch Ascendancy passives)

Slayer

Culling Strike
Life Leech effects are not removed when Unreserved Life is Filled
30% increased Area of Effect if you've Killed Recently
Cannot take Reflected Physical Damage

(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(Recently refers to the past 4 seconds)
(You can only take one of the three Duelist Ascendancy passives)

Gladiator

+5% to maximum Chance to Block Attack Damage
+10% Chance to Block Attack Damage
25% chance to Blind Enemies on Hit with Attacks
20% more Physical Damage over Time
Hits ignore Enemy Monster Physical Damage Reduction if you've Blocked in the past 20 seconds

(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(You can only take one of the three Duelist Ascendancy passives)

Champion

Melee Hits have 50% chance to Fortify
Enemies Taunted by you take 10% increased Damage
100% chance to Taunt on Hit
15% increased effect of Non-Curse Auras from your Skills
Your Hits permanently Intimidate Enemies that are on Full Life

(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 5 seconds)
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Intimidated enemies take 10% increased Attack Damage)
(You can only take one of the three Duelist Ascendancy passives)

Inquisitor

Damage Penetrates 8% of Enemy Elemental Resistances
10% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds
Effects of Consecrated Ground you create Linger for 4 seconds
Nearby Enemies take 10% increased Elemental Damage

(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(The effects of the ground still apply to you, allies or enemies after leaving its area)
(You can only take one of the three Templar Ascendancy passives)

Hierophant

25% increased maximum Mana
+1 to maximum number of Summoned Totems
8% of Damage is taken from Mana before Life
25% increased Effect of Arcane Surge on you
Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell

(Arcane Surge grants 10% more Spell Damage and 30% increased Mana Regeneration rate, for 4 seconds)
(You can only take one of the three Templar Ascendancy passives)

Guardian

25% reduced Effect of Curses on you
Auras from your Skills grant +1% Physical Damage Reduction to you and Allies
Every 4 seconds, Regenerate 20% of Life over one second
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other
While there are at least five nearby Allies, you and nearby Allies have Onslaught

(Auras can only grant bonuses to things they affect)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
(You can only take one of the three Templar Ascendancy passives)

Assassin

+0.75% to Critical Strike Chance
10% chance to gain a Power Charge on Critical Strike
10% chance to gain Elusive on Critical Strike
Damage from your Critical Strikes cannot be Reflected

(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)
(You can only take one of the three Shadow Ascendancy passives)

Trickster

10% reduced Damage taken from Damage Over Time
20% chance to gain a Frenzy Charge and a Power Charge on Kill
50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently
20% chance to gain 50% of Non-Chaos Damage with Hits as Extra Chaos Damage

(Recently refers to the past 4 seconds)
(You can only take one of the three Shadow Ascendancy passives)

Saboteur

30% increased Area of Effect
Damage Penetrates 8% of Enemy Elemental Resistances
Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second
Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second
25% chance to Blind Enemies on Hit

(Recently refers to the past 4 seconds)
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
(You can only take one of the three Shadow Ascendancy passives)

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PoE Ascendant Build Guide

The Ascendant is the Ascendancy class for Scions. The Ascendant offers more flexibility than any other class by allowing the player to take passives based on other Ascendancy classes. These passives offer similar benefits representing the class's overall tree, but with mitigated effects. Only one Ascendancy class passive can be taken from each base class.

The Ascendant can allocate up to two Ascendancy class passives and can further invest onto one class's path to gain the ability to use that class's starting point on the passive skill tree as a second starting point.

  • Spark: 20%
  • Anomalous Spark: 10%
  • Eye of Winter: 8%
  • Cyclone: 7%
  • Corrupting Fever: 6%
  • Ball Lightning: 6%
  • Divergent Eye of Winter: 5%
  • Divergent Spark: 2%
  • Summon Raging Spirit: 2%
  • Vaal Spark: 2%

Ascendant Changes 3.16

Name Added Removed
Champion
  • Melee Hits have 50% chance to Fortify
  • 50% chance to Fortify on Melee hit
Gladiator
  • +5% to maximum Chance to Block Attack Damage
  • +10% Chance to Block Attack Damage
  • 20% more Physical Damage over Time
  • Hits ignore Enemy Monster Physical Damage Reduction if you've Blocked in the past 20 seconds
  • 15% Chance to Block Attack Damage
  • 15% Chance to Block Spell Damage
  • +3% to maximum Chance to Block Attack Damage
  • 25% more Physical Damage over Time
Raider
  • +20% chance to Suppress Spell Damage
  • 10% chance to Dodge Attack Hits
Trickster
  • 10% reduced Damage taken from Damage Over Time
  • 50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently
  • 70% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently
  • Cannot be Stunned if you haven't been Hit Recently

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