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
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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)
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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%
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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
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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)
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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)
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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
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