PoE Mastery Passive Skill 3.25 – Path of Exile

List of PoE Mastery Passive Skill

Passive Mastery Popularity Stats
Elemental Mastery 6
  • 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 Mastery 4
  • +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 Mastery 4
  • 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)
  • Gain 2 Rage on Hit with Axes
  • Reminder Text:

  • (Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
  • (Only one Hit every 0.5 seconds can cause you to gain Rage)
Staff Mastery 5
  • 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)
Warcry Mastery 6
  • 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
Mace Mastery 5
  • 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)
Retaliation Mastery 5
  • 80% increased Duration of Ailments inflicted by Retaliation Skills
  • Reminder Text:

  • (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
  • Retaliation Skills Debilitate Enemies for 3 seconds on Hit
  • Reminder Text:

  • (Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)
  • 20% increased Armour for each different Retaliation Skill you’ve used in the past 10 seconds
  • 10% chance when you use a Retaliation Skill for a different Retaliation Skill to become Usable
  • 40% reduced Cost of Retaliation Skills
Minion Offence Mastery 8
  • Minions Hits have 50% chance to ignore Enemy Physical Damage Reduction
  • 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 Mastery 5
  • 30% chance to Avoid being Stunned while holding a Shield
  • +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 Mastery 7
  • 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 Mastery 4
  • 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 Mastery 5
  • 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 200% higher while moving)
  • 50% chance to Aggravate Bleeding on targets you Stun with Attacks Hits
  • Reminder Text:

  • (Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
  • Attack Hits Aggravate any Bleeding on targets which is older than 4 seconds
  • Reminder Text:

  • (Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
  • 80% increased Critical Strike Chance against Bleeding Enemies
  • +3% to Damage over Time Multiplier for Bleeding per Endurance Charge
  • 25% chance to Aggravate Bleeding on targets you Hit with Exerted Attacks
  • Reminder Text:

  • (Bleeding which has been Aggravated always deals higher Damage as though the target was moving)
Impale Mastery 5
  • 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 ignores Enemy Physical Damage Reduction
  • 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 Mastery 8
  • 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 Mastery 6
  • 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)
Rage Mastery 4
  • Every Rage also grants 1% increased Stun Threshold
  • Reminder Text:

  • (Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
  • 1% increased Movement Speed per 5 Rage
  • +7 to Maximum Rage
  • Inherent loss of Rage is 20% faster
  • Reminder Text:

  • (Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
  • (This only affects the inherent loss of Rage when you haven’t been Hit or gained Rage Recently)
  • Warcries grant 1 Rage per 5 Enemy Power, up to 5
  • Reminder Text:

  • (Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
  • 25% increased Maximum total Life Recovery per second from Leech while at maximum Rage
  • Reminder Text:

  • (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
  • Nearby Enemies are Intimidated while you have Rage
  • Reminder Text:

  • (Intimidated enemies take 10% increased Attack Damage)
Critical Mastery 7
  • 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 Mastery 12
  • 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
Armour Mastery 5
  • +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
Banner Mastery 4
  • Banners also Maim Enemies
  • Reminder Text:

  • (Maimed enemies have 30% reduced Movement Speed)
  • Gain 5 Valour when you Warcry, if able
  • Reminder Text:

  • (By default you gain 1 Valour on Melee Kill, or on Melee Hit against Rare or Unique enemies, no more than once every 0.5 seconds, up to a maximum of 50)
  • Remove a random Ailment on you when you consume at least 10 Valour to place a Banner
  • Reminder Text:

  • (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
  • Recover 3% of Life per 5 Valour consumed to place a Banner
  • Banners also cause Enemies to take 8% increased Damage
Life Mastery 14
  • 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
  • +30 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 15% of Mana Cost
Armour and Energy Shield Mastery 2
  • 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
  • You take 20% reduced Extra Damage from Critical Strikes
  • 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
  • 20% reduced Effect of Curses on you
Physical Mastery 5
  • 60% reduced Reflected Physical Damage taken
  • 10% more Maximum Physical Attack Damage
  • Cannot be Stunned by Hits that deal only Physical Damage
  • Hits have 50% chance to ignore Enemy 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 Mastery 7
  • 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
Block Mastery 4
  • +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
  • +1% Chance to Block Spell Damage per 5% Chance to Block Attack Damage
Brand Mastery 3
  • 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
Protection Mastery 6
  • 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)
Leech Mastery 9
  • 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 Mastery 3
  • 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
Damage Over Time Mastery 5
  • 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
Stun Mastery 5
  • 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 Mastery 2
  • 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 Mastery 10
  • +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)
  • Attack Skills Cost Life instead of 20% of Mana Cost
Minion Defence Mastery 5
  • 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 Mastery 4
  • 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 Mastery 6
  • +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
Energy Shield Mastery 6
  • 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 Mastery 4
  • 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 Mastery 4
  • 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 Mastery 3
  • 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 Mastery 8
  • 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 Mastery 5
  • 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 Mastery 6
  • 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 Mastery 3
  • 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 Mastery 2
  • 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 Mastery 2
  • 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
Dual Wielding Mastery 4
  • +20% 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)
Cold Mastery 6
  • 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 Mastery 5
  • 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 Mastery 5
  • 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 Mastery 5
  • 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 Mastery 4
  • 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
Tincture Mastery 5
  • The first 6 Mana Burn applied to you have no effect
  • 30% increased Evasion Rating while you have an active Tincture
  • 1% increased Flask Charges gained per Mana Burn on you
  • Flasks adjacent to applied Tincture have 10% increased Effect when
    used if you’ve Hit an enemy with a Weapon Recently
  • Reminder Text:

  • (Recently refers to the past 4 seconds)
  • Tinctures deactivate when you have 12 or more Mana Burn
Blind Mastery 2
  • 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 Mastery 4
  • 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 Mastery 4
  • +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
Spell Suppression Mastery 3
  • 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 Mastery 2
  • 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
Poison Mastery 4
  • 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
Claw Mastery 4
  • 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 Mastery 3
  • 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

AI Guides

Path of Exile (PoE) is a complex action RPG known for its deep and intricate skill system. Among the various elements that define a player’s build are the Mastery Passive Skills. This guide will delve into what Mastery Passive Skills are, how they function, and their importance in shaping your character’s power and playstyle.

What are Mastery Passive Skills?

Mastery Passive Skills are special nodes found on the passive skill tree of Path of Exile. These nodes offer significant bonuses and unique effects that can greatly enhance your character’s abilities. Unlike regular passive skills that provide straightforward bonuses to attributes like damage, life, or mana, Mastery Passive Skills offer more specialized and impactful effects.

How to Unlock Mastery Passive Skills

Mastery Passive Skills are typically located at the center of cluster nodes on the passive skill tree. These cluster nodes often contain multiple related passive skills, and to unlock the Mastery, you must allocate several of these surrounding passive skills first. Once the prerequisites are met, the Mastery Passive Skill becomes available for selection.

Types of Mastery Passive Skills

Mastery Passive Skills are categorized based on the type of bonuses they provide. Here are some common types:

  1. Weapon Mastery: Enhances damage and effectiveness with specific weapon types, such as swords, axes, or bows.
  2. Elemental Mastery: Provides bonuses related to elemental damage (fire, cold, lightning) and resistance.
  3. Defense Mastery: Focuses on improving your character’s defenses, such as increasing life, energy shield, or armor.
  4. Utility Mastery: Offers various utility bonuses, like increased movement speed, reduced mana costs, or improved flask effectiveness.

Examples of Mastery Passive Skills

To better understand the impact of Mastery Passive Skills, let’s look at a few examples:

  1. Cold Damage Mastery: "20% increased Cold Damage if you’ve used a Cold Skill Recently."

    • This mastery significantly boosts your cold damage output, making it essential for cold-based builds.
  2. Life Mastery: "10% increased maximum Life."

    • A straightforward yet powerful mastery that enhances your survivability, crucial for any build focused on tankiness.
  3. Axe Mastery: "Axes have 10% chance to deal Double Damage."

    • This mastery can substantially increase your damage potential when using axes, making it a top choice for axe-wielding characters.

Strategic Importance of Mastery Passive Skills

Mastery Passive Skills are a critical component of build optimization in Path of Exile. They allow players to fine-tune their characters by providing highly specific bonuses that align with their chosen playstyle. Here are a few strategic considerations:

  1. Synergy with Other Skills: Masteries often work best when they synergize with other passive skills and active abilities in your build. For instance, a Cold Damage Mastery pairs well with skills like Frostbolt or Ice Nova.

  2. Balancing Offense and Defense: Depending on your build’s needs, you may need to balance offensive masteries (e.g., Weapon Mastery) with defensive ones (e.g., Life Mastery) to ensure both survivability and damage output.

  3. Adaptability: As you progress through the game and acquire better gear, you might need to reallocate your passive skills to adapt to new challenges. Mastery Passive Skills offer flexibility in adjusting your build to meet these demands.

Conclusion

Mastery Passive Skills in Path of Exile are a vital aspect of character development, providing unique and powerful bonuses that can significantly enhance your build. Understanding how to unlock, select, and strategically utilize these skills is essential for optimizing your character’s performance and achieving success in the game’s challenging content.

By carefully planning your passive skill tree and selecting the right Mastery Passive Skills, you can create a character that excels in both offense and defense, tailored to your preferred playstyle. Whether you’re a seasoned player or new to Path of Exile, mastering the use of these skills will undoubtedly elevate your gameplay experience.

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