Charges are counters that are represented as glowing orbs around the creature. Charges can also be identified by having a specific silver border around the icon.
Keywords: Charges, Charge.
Name | Desc |
---|---|
250 (T2) | 4% increased Attack Speed 6% chance to gain a Frenzy Charge on Kill |
250 (T2) | 5% increased Attack Speed 6% chance to gain a Frenzy Charge on Kill |
250 (T2) | 6% increased Attack Speed 6% chance to gain a Frenzy Charge on Kill |
250 (T2) | 3% increased Attack Speed 6% chance to gain a Frenzy Charge on Kill |
250 (T2) | 4% increased Attack Speed 6% chance to gain a Frenzy Charge on Kill |
250 (T2) | 5% increased Attack Speed 6% chance to gain a Frenzy Charge on Kill |
50 (T3, T4) | 15% reduced Effect of your Marks 6% chance to gain a Frenzy Charge when you Hit your Marked Enemy |
50 (T3, T4) | 15% reduced Effect of your Marks 10% chance to gain a Frenzy Charge when you Hit your Marked Enemy |
50 (T3, T4) | 20% reduced Effect of your Marks 12% chance to gain a Frenzy Charge when you Hit your Marked Enemy |
50 (T3, T4) | 20% reduced Effect of your Marks 20% chance to gain a Frenzy Charge when you Hit your Marked Enemy |
750 (T3, T4) | 15% reduced Enemy Stun Threshold with this Weapon 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit |
750 (T3, T4) | 25% reduced Enemy Stun Threshold with this Weapon 20% chance to gain an Endurance Charge when you Stun an Enemy with a Melee Hit |
300 (T3, T4) | Flasks applied to you have 10% reduced Effect 40% chance to gain a Flask Charge when you deal a Critical Strike |
300 (T3, T4) | Flasks applied to you have 10% reduced Effect 50% chance to gain a Flask Charge when you deal a Critical Strike |
300 (T3, T4) | Flasks applied to you have 10% reduced Effect 80% chance to gain a Flask Charge when you deal a Critical Strike |
300 (T3, T4) | Flasks applied to you have 10% reduced Effect Gain a Flask Charge when you deal a Critical Strike |
300 (T3, T4) | 15% reduced Flask Charges gained Flasks applied to you have 8% increased Effect |
300 (T3, T4) | 15% reduced Flask Charges gained Flasks applied to you have 10% increased Effect |
300 (T3, T4) | 20% reduced Flask Charges gained Flasks applied to you have 12% increased Effect |
300 (T3, T4) | 20% reduced Flask Charges gained Flasks applied to you have 15% increased Effect |
300 (T3, T4) | 50% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 65% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 80% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 100% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 120% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 140% increased Endurance, Frenzy and Power Charge Duration |
300 (T3, T4) | 5% chance to Steal Power, Frenzy, and Endurance Charges on Hit |
300 (T3, T4) | 10% chance to Steal Power, Frenzy, and Endurance Charges on Hit |
300 (T3, T4) | 15% chance to Steal Power, Frenzy, and Endurance Charges on Hit |
300 (T3, T4) | 15% chance to Steal Power, Frenzy, and Endurance Charges on Hit |
300 (T3, T4) | 20% chance to Steal Power, Frenzy, and Endurance Charges on Hit |
300 (T3, T4) | 25% chance to Steal Power, Frenzy, and Endurance Charges on Hit |
200 (T3, T4) | 75% reduced Endurance, Frenzy and Power Charge Duration Gain a Power, Frenzy or Endurance Charge on Kill |
400 (T3, T4) | 50% reduced Frenzy Charge Duration Gain a Frenzy Charge on Kill |
400 (T3, T4) | 50% reduced Power Charge Duration Gain a Power Charge on Kill |
400 (T3, T4) | 50% reduced Endurance Charge Duration Gain an Endurance Charge on Kill |
300 (T3, T4) | -1 to Maximum Endurance Charges +1 to Minimum Frenzy Charges +1 to Minimum Power Charges |
300 (T3, T4) | -2 to Maximum Endurance Charges +2 to Minimum Frenzy Charges +2 to Minimum Power Charges |
300 (T3, T4) | +1 to Minimum Endurance Charges -1 to Maximum Frenzy Charges +1 to Minimum Power Charges |
300 (T3, T4) | +2 to Minimum Endurance Charges -2 to Maximum Frenzy Charges +2 to Minimum Power Charges |
300 (T3, T4) | +1 to Minimum Endurance Charges +1 to Minimum Frenzy Charges -1 to Maximum Power Charges |
300 (T3, T4) | +2 to Minimum Endurance Charges +2 to Minimum Frenzy Charges -2 to Maximum Power Charges |
150 (T3, T4) | +1 to Minimum Endurance, Frenzy and Power Charges -1 to Maximum Endurance, Frenzy and Power Charges |
150 (T3, T4) | +2 to Minimum Endurance, Frenzy and Power Charges -1 to Maximum Endurance, Frenzy and Power Charges |
500 (T4) | -1 to Maximum Endurance Charges +1 to Maximum Frenzy Charges -1 to Maximum Power Charges |
500 (T4) | -2 to Maximum Endurance Charges +2 to Maximum Frenzy Charges -2 to Maximum Power Charges |
500 (T4) | -1 to Maximum Endurance Charges -1 to Maximum Frenzy Charges +1 to Maximum Power Charges |
500 (T4) | -2 to Maximum Endurance Charges -2 to Maximum Frenzy Charges +2 to Maximum Power Charges |
500 (T4) | +1 to Maximum Endurance Charges -1 to Maximum Frenzy Charges -1 to Maximum Power Charges |
500 (T4) | +2 to Maximum Endurance Charges -2 to Maximum Frenzy Charges -2 to Maximum Power Charges |
150 (T4) | 4% increased Movement Speed per Frenzy Charge -1 to Maximum Frenzy Charges |
150 (T4) | 6% increased Movement Speed per Frenzy Charge -1 to Maximum Frenzy Charges |
150 (T4) | -1 to Maximum Power Charges 4% increased Cooldown Recovery Rate per Power Charge |
150 (T4) | -1 to Maximum Power Charges 6% increased Cooldown Recovery Rate per Power Charge |
150 (T4) | -1 to Maximum Endurance Charges 8% increased Area of Effect per Endurance Charge |
150 (T4) | -1 to Maximum Endurance Charges 12% increased Area of Effect per Endurance Charge |
150 (T4) | 15% increased Damage per Endurance, Frenzy or Power Charge -1 to Maximum Endurance, Frenzy and Power Charges |
150 (T4) | 25% increased Damage per Endurance, Frenzy or Power Charge -1 to Maximum Endurance, Frenzy and Power Charges |
1000 (T5) | Barrage and Frenzy have 25% increased Critical Strike Chance per Endurance Charge |
1000 (T5) | Barrage and Frenzy have 40% increased Critical Strike Chance per Endurance Charge |
1000 (T5) | Viper Strike and Pestilent Strike deal 25% increased Attack Damage per Frenzy Charge |
1000 (T5) | Viper Strike and Pestilent Strike deal 40% increased Attack Damage per Frenzy Charge |
500 (T5) | Flicker Strike and Vigilant Strike’s Cooldown can be bypassed by Power Charges instead of Frenzy or Endurance Charges |
1000 (T5) | If Poisonous Concoction or Explosive Concoction consume Charges from a Sulphur Flask, Enemies Killed by their Hits have 40% chance to Explode, dealing 10% of their Life as Physical Damage Poisonous Concoction and Explosive Concoction also consume Charges from 1 Sulphur Flask, if possible |
1000 (T5) | If Poisonous Concoction or Explosive Concoction consume Charges from a Sulphur Flask, Enemies Killed by their Hits have 25% chance to Explode, dealing 10% of their Life as Physical Damage Poisonous Concoction and Explosive Concoction also consume Charges from 1 Sulphur Flask, if possible |
500 (T5) | Shield Charge and Chain Hook have 2% increased Attack Speed per 10 Rampage Kills |
1000 (T1, T2, T3, T4, T5) | Socketed Gems are Supported by Level 30 Power Charge On Critical Strike |
Allocate any six of the following Crucible Passive Skill Tree Skills of the specified types.