PoE How to Allocate a Passive Mastery Nodes 3.24 & Mastery Passive Skill

How to allocate a Passive Mastery?

Allocate the first notable passive in the cluster, then the mastery becomes available to allocate in this cluster.

Requirements:

  1. Available Skill Point: You need to have at least one unspent passive skill point.

  2. Allocated Notable Passive: The Passive Mastery you want to allocate needs to be located within a cluster that already has a Notable Passive allocated. Notable Passives are the larger passive points in a cluster with a distinct background (usually with three spikes on each corner).

Allocation Process:

  1. Open the Passive Skill Tree: Press "P" by default to open the passive skill tree menu.

  2. Navigate to the Cluster: Find the cluster containing the Passive Mastery you want to allocate.

  3. Locate the Mastery: Within the cluster, look for the smaller passive point with a mastery symbol (usually a swirl or web-like design).

  4. Hover Over the Mastery: When you hover your cursor over the mastery, you'll see the bonuses it offers.

  5. Allocate the Mastery: If you have an available skill point and the requirements are met, you can left-click on the mastery to allocate it.

As the following example shown, after allocating the Druidic Rite notable, the Flask Mastery becomes available.

How to allocate a Passive Mastery

Additional Notes:

  • You can only allocate one Passive Mastery per skill point.
  • The specific bonuses offered by Passive Masteries vary depending on the cluster they are located in. For example, a Fire Mastery might offer increased fire damage, while a Mana Mastery might offer increased mana regeneration.
  • Masteries within the same cluster cannot be stacked. Allocating one mastery in a cluster will grey out the remaining mastery options in that cluster.

List of PoE Mastery Passive Skill 3.24

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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How to allocate a Mastery passive?

When you allocate a skill point into a Notable passive skill on a cluster, you may allocate a Mastery passive on that cluster. Masteries are present in all clusters outside of the class's starting area, and allocating it lets you acquire one passive effect within the cluster category, indicated by their icons. The set of mastery passives offered are shared among their respective cluster categories.

PoE Passive Mastery Guide

Move niche stats off the main skill tree, but also to provide a way to get them, preferably from many different locations all over the passive skill tree. And that's how GGG came up with the Passive Mastery system.

Outside of the class start locations, all passive skill clusters that have a notable passive in them can now contain a Passive Mastery. The following example shows two Mastery passives.

PoE Passive Mastery Guide

How to allocate a Passive Mastery?

  1. Allocate the first notable passive in the cluster, then the mastery becomes available to allocate in this cluster. As the following example shown, after allocating the Druidic Rite notable, the Flask Mastery becomes available.
  2. How to allocate a Passive Mastery

  3. Spend a passive skill point on the mastery, you can choose a specific stat to gain. As the example shown, the Flask Mastery has six stats and you can select one passive skill to allocate.

The Passive Mastery list is shared with all clusters on the tree that have the same theme, so you can travel to any of them to get the stats you want. As you allocate a mastery stat, it's crossed off the list for that theme.

This mastery system has essentially let us add hundreds of powerful new notable passives that you can access from all over the tree. In addition to the stats that GGG moved into masteries when consolidating power in the rest of the tree, GGG got to come up with a bunch of new interesting niche stuff to enable even more builds.

Overall, Path of Exile's passive skill tree is now a lot more powerful, with concentrated power coming from core passives and a selection of build-enabling niche stats available on masteries for you to pick between.

Challenge

Master the Passive Skill Tree is a Path of Exile: Scourge challenge.

  • Have at least ten allocated Masteries on the Passive Skill Tree.

Passive Skill Tree Explained

Your character build is primarily composed of the items the character is wearing, the skill and support gems that are socketed within those items, and the passive skills you have chosen from the passive skill tree. Because the passive skill tree lays the groundwork for your items and gems, the passive skill tree is arguably the core of every character build.

Whenever you level up, and upon completing certain quests, you’ll get a passive skill point. Each point can be allocated on the passive skill tree to gain the benefits of the passive skill (often referred to as a ‘passive’) it is spent on.

You can only allocate points on passives that are connected to your other allocated passives. There are far, far more passive skills on the tree than you can ever allocate, so you need to think carefully about what you want to choose. It is often worth planning ahead.

There are three types of passive skill:

PoE Passive Skill Tree

Many clusters have art in the centre of them to signify what that cluster grants. If you’re looking to focus on a particular kind of damage or defence, identify one cluster that fits the bill, then look for other clusters that use the same art.

Jewel Socket

The passive skill tree also contains jewel sockets. An allocated jewel socket can hold a jewel, but won’t grant any sort of benefit by itself:

PoE Jewel Socket Guide

Path of Exile Skill Tree Reset

The tree is shared by all of the character classes, but each class begins in a different location. Learning what is near each starting location will help you plan out future characters. You can undo your choices with the passive refund points you get from certain quests and from using Orbs of Regret.

You can only undo a single point per refund point, so if you plan on making changes later, make sure you can afford to do so.

Planning and Changing Your Build

If you want to reset the entire Skill Tree, the only way is to create a new character. Therefore, it is recommended to plan the Passive tree carefully.

Path of Exile Guides & Tips