Legacy of Phrecia Ascendancy Overview
Last Updated:February 19, 2025|Changelog
This is an overview for the PoE Legacy of Phrecia Event, which replaces all 19 existing Ascendancies with brand new versions. The power granted by these reimagined Ascendancies is substantially higher than their base counterparts which guarantees a meta shakeup. While all of them bring something unique to the table, the Scion's Servant is particularly interesting as it grants the core effects of 3 Uniques.
Ascendancy Overview
- Shadow: Servant of Arakaali, Surfcaster, Blind Prophet
- Duelist: Gambler, Paladin, Aristocrat
- Templar: Architect of Chaos, Polytheist, Puppeteer
- Witch: Harbinger, Herald, Bog Shaman
- Ranger: Daughter of Oshabi, Whisperer, Wildspeaker
- Marauder: Antiquarian, Behemoth, Ancestral Commander
- Scion: Scavenger
Shadow
The Legacy of Phrecia Ascendancies for the Shadow Class are the Servant of Arakaali which heavily specializes in Chaos-based Minions - the Surfcaster which offers a lot of Attack, Cast and Action Speed - and the Blind Prophet a projectile based Ascendancy that rewards Abyss Jewel stacking.
Servant of Arakaali
All small travel nodes grant "13% increased Chaos Damage, Minions deal 15% increased Damage"
Node Effect | What it Does |
---|---|
Minions have 50% chance to Poison Enemies on Hit Minions have 10% chance to inflict Withered on Hit | Chance for minions to poison is a difficult stat to acquire, with abyss jewels being the main source. Gaining 50% chance at once on top of permanent 15 Wither stacks on enemies is therefore very strong. |
Trigger Level 20 Raise Spiders on Kill | Grants a level 20 version of Arakaali's Fang effect, with the values of Level 20 unknown so far. You lose the ability to support the spiders with Support Gems but can equip Minion Damage boosting weapons in return. |
Minions have +5% to Critical Strike Multiplier per Withered Debuff on Enemy Minions' Base Attack Critical Strike Chance is equal to the Critical Strike Chance of your Main Weapon | The first node ensures that any durable monsters always have 15 stacks of Withered, resulting in +75% Crit Multi. A Convoking Wand with T1 Crit Chance can reach up to 11.45% local Crit which is very sizable. |
Grants Level 30 Aspect of the Spider Skill | The level 30 version allows 4 webs to be applied instead of 3. Enemies take 5% increased damage per Web applied to them. |
Enemies affected by your Spider's Webs deal 15% reduced Damage Enemies affected by your Spider's Webs have -15% to All Resistances | A good generic boost in Defense and Offense against targets affected by Webs from Aspect of the Spider. |
Gain 30% of Physical Damage as Extra Chaos Damage while at maximum Power Charges 20% chance to gain a Power Charge on hitting an Enemy affected by a Spider's Web | A seemingly misplaced node on an otherwise heavily Minion oriented Ascendancy. This node may have some uses in hybrid Summoners, which are a lackluster archetype at the moment however. |
Grants Level 15 Envy Skill Envy has no Reservation | A substantial boost in flat chaos damage for (mainly) Minion builds. United in Dream builds may still want to allocate this to remove the reservation cost as Level 25 grants double the flat damage over Level 15. |
Grants Level 20 Penance Mark | Grants the same effect as The Hateful Accuser, causing 3 enemies to spawn when the marked enemy is hit, with a 1s cooldown per spawn. |
Surfcaster
All small travel nodes grant "5% chance to cause Monsters to Flee, 10% increased Rarity of Fish caught"
Node Effect | What it Does |
---|---|
You are Touched by a Tormented Illegal Fisherman granting: 20% increased Damage 30% increased Attack Speed 30% increased Cast Speed 30% increased Movement Speed | A large blanket increase of stats almost any build desires. The Movement Speed especially is very desirable - clicking this node will simply feel good. |
+30% to Cold and Lightning Resistances Critical Strike Chance is increased by Overcapped Lightning Resistance Evasion Rating in increased by Overcapped Cold Resistance | A mix between the effects of Choir of the Storm and Replica Perfect Form. Note that these mods do not stack. |
50% more Cast Speed while holding a Fishing Rod | The only useful stat Fishing Rods can roll is up to 28% increased Cast Speed, with Reefbane granting 40%. On its own this node is generally not worth it but could shine when allocating the following node: |
All hits are Critical Strikes while holding a Fishing Rod | 50% more Cast Speed, 28% increased Cast Speed and a Diamond Shrine for the cost of 2 Ascendancy Nodes, both Weapon Slots (Fishing Rods are two-handed melee weapons) and a 6 link (as Fishing Rods are limited to 4 sockets). A debatable trade but may have its uses. Tip: Equipping Fairgraves' Tricorne in order to enable fishing related items to drop may be beneficial depending on the market. |
100% of Lightning Damage Converted to Cold Damage Your Cold Damage can Shock | Frees up two ring slots by removing the need for 2x Call of the Brotherhood for builds that wish to fully convert to Cold Damage. Freeze is an extremely strong ailment and you don't lose the ability to shock for it. |
Enemies Chilled by your Hits lessen their damage dealt by half of Chill Effect Enemies Chilled by your Hits have Damage taken increased by Chill Effect | Same effect as granted by Call of the Void, giving a nice boost in survivability. The second line makes monsters take up to 30% increased damage, which is a very substantial damage boost. |
All Damage Taken from Hits can Chill you The Effect of Chill on you is reversed. | A mix between Call of the Void and Winterweave. Removes an extensive amount of opportunity cost in order to run Reverse Chill which grants up to 30% increased Action Speed. With this node the only thing left to solve is a source of self damage in order to maintain the Chill. Tip: Lethe Shade doubles the duration of the Chill. |
Enemies you kill are Shocked Shocks you inflict spread to other Enemies within 1.5 metres | The effects of Storm's Gift on an Ascendancy Node. Synergizes with Inpulsa's Broken Heart to enable its explosions to chain off themselves. |
Blind Prophet
All small travel nodes grant "10% increased Stealth, +10% to Critical Strike Multiplier"
Mod not pictured in the Image: Non-Aura Curses you inflict are not removed from Dying Enemies for "Restless"
Node Effect | What it Does |
---|---|
5% increased Maximum Life per Abyss Jewel affecting you 5% increased Maximum Mana per Abyss Jewel affecting you | A stronger version of Shroud of the Lightless' mods. They can be stacked to reach 8%, making Abyss Jewel stacking genuinely worthwhile. |
Trigger Level 30 Shade Form when Hit 30% increased Skill Effect Duration | Level 20 Shade Form increased Stealth by 100%, grants immunity to Physical Damage and lasts for 3 seconds, with a 40 second cooldown. Level 30 numbers are unknown so far. The condition to activate Shade Form is vastly superior to Shroud of the Lightless. Duration scales the length of Shade Form. |
Base Critical Strike Chance for Attacks with Weapons is 12% You are Blind | Grants 4% more Crit Chance compared to the Slayer's Overwhelm counterpart but blinds you. This can be overcome with either massive investment into Accuracy or with the "Hits can't be evaded" mod. Lycosidae paired with the "Second Sight" Brutal Restraint Keystone is a strong combination early on. |
Projectiles have 50% chance to Return to you Projectiles are fired in random directions | 50% of a Nimis and 100% chance to be extremely strong for any build that can deal with the Projectile randomization before acquiring Nimis. |
Skills fire 2 additional Projectiles | Sources for additional Projectiles are always welcome and it further leans into Projectile Skills. |
Enemies near corpses affected by your Curses are Blinded Enemies Killed near corpses affected by your Curses explode, dealing 5% of their Life as Physical Damage Mod not pictured in the Image: Non-Aura Curses you inflict are not removed from Dying Enemies | A stronger version of Asenath's Gentle Touches effect. These can be combined for a total 8% max Life explosion. This explosion chains with enough Damage and AoE scaling, causing Screen-wide clear. |
Your Curse Limit is equal to maximum Power Charges | Grants the vital mod of Anathema, which is a very strong Ring. Even without any additional Power Charge investment this grants +2 to your Curse limit. |
50% chance to gain Elusive on Critical Strike Elusive is removed from you at 50% effect | Causes your Elusive to be removed once it reaches 50% effect, increasing the average expected value of Elusive as it reduces the time spent at low Elusive strength. This loses value as you gain additional effect of Elusive. |
Duelist
The Legacy of Phrecia Ascendancies for the Duelist Class are the Gambler which offers both great Offensive and Defensive stats - the Paladin, a powerful supportive Ascendancy - and the Aristocrat, a blank-slate Ascendancy that can also shine as a Tri-Attribute Stacker Archetype.
Gambler
All small travel nodes grant "10% increased Evasion Rating, 5% increased Rarity of Items found"
Node Effect | What it Does |
---|---|
50% chance to Avoid Elemental Ailments 50% chance to Avoid being Stunned | This makes it easier to cap your Ailment avoidance, especially allowing for a smoother early game experience. |
-25% to all Elemental Restistances 50% chance for Elemental Resistances to count as being 90% against Enemy Hits | At 75% Elemental Resistance this effectively reads as "50% chance to take 60% less Elemental Damage". An extremely strong node for builds that don't invest into maximum resistances. The downside does make gearing more difficult, however. Can be paired with Kiloava's Bluster to reach 90% chance. |
Hits have 50% chance to treat Enemy Monster Elemental Resistance values as inverted | A ridiculously strong node especially when paired with the Elemental Mastery that grants an additional 25% chance for inversion. Doryani's Prototype with capped Lightning Resistance synergizes well with this node. |
Damage of Enemies Hitting you is Unlucky while you are on Low Life | This node mainly shines against hits that have high damage roll ranges. In the most extreme cases where an enemy's skill can deal e.g. 1 to 1000 damage, this would provide an average expected damage reduction of 33%. It however quickly loses value as the top and bottom rolls get closer to each other. |
Chance to Block Spell Damage is Unlucky Chance to Block Attack Damage is Lucky | A very strong defensive option when paired with life recovery on block mechanics and 100% Spell Suppression. |
Chance to Block Spell Damage is Lucky Chance to Block Attack Damage is Unlucky | Generically far less useful than "Tails" but may have uses against certain Uber Bosses. Saffell's Frame paired with Tempest Shield and forgoing any further block investment might be reasonable. |
Your Critical Strike Chance is Lucky Damage with Hits is Unlucky | As Lucky and Unlucky cancel each other out, so getting a source of lucky damage such as from The Fulcrum or Perquil's Toe could be a good option. Don't use this with high damage range skills without a source of lucky. |
15% chance to deal Triple Damage 30% chance to deal Double Damage Deal 25% less Damage | Assuming a build has no other sources of "chance to deal double/triple Damage" this results in a 16.6% more damage multiplier. The more sources of DD/TD you have the less valuable this becomes. |
Paladin
All small travel nodes grant "Regenerate 0.5% of Life per second, 5% increased effect of Non-Curse Auras from your Skills"
Node Effect | What it Does |
---|---|
Curses are inflicted on you instead of Linked targets 40% increased Effect of Non-Curse Auras from your Skills while you have a Linked Target | 40% increased Effect of Non-Curse Auras is a massive amount and could potentially make the Paladin the best Aurabot Support in Legacy of Phrecia. Can be stacked with the effects of The Hand of Phrecia. |
Magic Utility Flasks applied to you have 40% increased Effect Non-Unique Utility Flasks you Use apply to Linked Targets | Grants the same effect as Ceinture of Benevolence, a popular belt for Supports. Keep in mind this only increases Flasks applied to you, not your linked target. |
+5 to Level of all Link Skill Gems Lose no Experience when you die because a Linked target died | The only link skills that truly benefit from extra Levels are Frigid Bond Support and Flame Link. For these Skills this Node grants a very substantial damage boost however. |
Grants Level 30 Discipline Skill | Level 30 Discipline grants 50% more Energy Shield when compared to Level 20. |
Grants Level 30 Determination Skill | Level 30 Determination grants 50% more Armour when compared to Level 20. |
Grants Level 30 Grace Skill | Level 30 Grace grants 66% more Evasion when compared to level 20. |
You have Consecrated Ground around you while stationary Effects of Consecrated Ground you create Linger for 4 seconds | Combines parts of the Inquisitor's Sanctuary and Pious Path. This gives you a bit of life regeneration and 50% reduced effect of curses on you. |
25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy | A 1:1 copy of the Guardian's Unwavering Crusade. The Relics grant the equivalent of Level 27 versions of Hatred, Anger and Wrath. Though these do not scale with Effect of Non-Curse Auras. |
Nearby Enemies take 25% increased Elemental Damage | An offensively stronger version of the Inquisitor's Augury of Penitence. |
Enemies Taunted by you take 20% increased Damage Enemies Taunted by you deal 20% less Damage with Hits and Ailments against other targets Warcries have infinite Power | A combination of the Champion's Conqueror and Worthy Foe as well as Redblade Banner. Redblade Banner especially incurred heavy opportunity cost so a source for infinite Power is good. |
Aristocrat
All small travel nodes grant "Grants 1 Passive Skill Point"
Node Effect | What it Does |
---|---|
Grants 5 Passive Skill Points | This node is mandatory as all other Nodes branch from it. In an average Endgame Build each Damage node grants roughly 3% more damage. This means 5 Passive Skill Points can be expected to grant at least 16% more damage. |
All Travel Nodes grant +1 Passive Skill Point | These are the strongest travel nodes we've seen so far. |
+1 to Level of all Skill Gems | A solid generic increase to all Active Skill Gems |
+3 to Level of all non-Exceptional Support Gems | A generic increase to all Support Gems except (Awakened) Empower, Enlighten and Enhance. More valuable for Supports which grant flat damage per level such as Added Lightning Damage Support or Frigid Bond Support. |
+15% to Quality of all Skill Gems | +15% to Quality of all Active Skill Gems can provide substantial bonuses to Skills with good Qualities. This raises the maximum Quality a Gem can have to 154%. This is achieved with a 23% Quality Gem socketed in a corrupted +1 Gem Level Dialla's Malefaction supported by a Level 5 Awakened Enhance and using a 30% Ashes of the Stars. |
Items and Gems have 25% reduced Attribute Requirements 5% increased Damage per 5 of your lowest Attribute | Stacks with Cyclopean Coil and the Attributes Mastery which grants the same effect. The reduced Attribute Requirements is largely irrelevant as this Notable heavily incentivizes Tri-Attribute stacking. |
Cannot be Shocked if Intelligence is higher than Strength 30% increased Intelligence | A huge boost in Intelligence. Apart from Tri-Attribute stacking this is excellent for Hand of Wisdom and Action and other Int Stack archetypes. |
Cannot be Ignited if Strength is higher than Dexterity 30% increased Strength | A huge boost in Strength. Apart from Tri-Attribute stacking this is excellent for Replica Alberon's Warpath and other Str Stack archetypes. |
Cannot be Frozen if Dexterity is higher than Intelligence 30% increased Dexterity | A huge boost in Dexterity. Apart from Tri-Attribute stacking this is excellent for Dex Stackers that utilize the "Adds 2 to 4 Cold Damage to Attacks with this Weapon per 10 Dexterity" Rare modifier paired with The Poised Prism, Fractal Thoughts and other various Dexterity based items. |
Templar
The Legacy of Phrecia Ascendancies for the Templar Class are the Architect of Chaos which mainly focuses on Vaal Skills - the Polytheist, who can easily reach Resistance cap and especially shines with Nova based skills - and the Puppeteer, who makes Animate Weapon builds especially intriguing.
Architect of Chaos
All small travel nodes grant "4% increased Maximum Life, 10% chance to gain an additional Vaal Soul on Kill"
Node Effect | What it Does |
---|---|
+3 to Level of all Vaal Skill Gems | A generic but powerful damage boost for Vaal Skill Gems. |
8% increased Maximum Life for each Corrupted Item Equipped 12% increased Maximum Energy Shield for each Corrupted Item Equipped -4% to all Resistances for each Corrupted Item Equipped | A stronger version of Shadowstitch's mods. This can provide up to 80% increased Maximum Life and 120% increased Maximum Energy Shield when all equipped items are corrupted. |
50% reduced Soul Gain Prevention Duration 286% increased Vaal Skill Critical Strike Chance | GGG has been very cautious with sources of reduced Soul Gain Prevention Duration. Being able to get 50% at once opens up exciting new build possibilities. |
Skills cost Life instead of Mana | A good way to solve mana costs especially after the nerfs to Inspiration Support and the removal of reduced mana cost flask suffix mods. |
Skills reserve Life instead of Mana 100% increased Life Reservation Efficiency of Skills | A strong node for mana stackers as this allows them to run Auras without sacrificing their huge mana pools for reservation. |
Removes all Energy Shield Life that would be lost by taking Damage is instead Reserved until you take no Damage to Life for 1 second | Grants the same effect as Dissolution of the Flesh but only requires 1 second of not taking damage. While Dissolution grants up to 30% more Life this is a worthwhile trade in most cases. |
Everlasting Sacrifice Shepherd of Souls | Everlasting Sacrifice grants "When you reach full Energy Shield, Sacrifice all Energy Shield to gain +5% to all Maximum Resistances for 4 seconds." and can be found on Mahuxotl's Machination. Shepherd of Souls grants "Vaal Non-Aura Skills have 80% less Soul Cost. Vaal Non-Aura Skills have 100% increased Soul Cost per Vaal Skill used in the past 8 seconds" and can be found on Yaomac's Accord. |
50% increased Vaal Skill Effect Duration Vaal Skills require 50% reduced Souls per Use | Reduced soul cost for Vaal Skills is another extremely rare stat that further enables the Vaal Skill archetype. Soul Gain Prevention Duration is directly affected by the Skills duration. This means the 50% increased Vaal Skill Effect Duration is a potential downside in certain builds that aim to reduce the Prevention Duration as much as possible. |
Polytheist
All small travel nodes grant "10% increased Light Radius, 5% increased Global Defences"
Node Effect | What it Does |
---|---|
+3 to Minimum Endurance Charges +3 to Minimum Frenzy Charges +3 to Minimum Power Charges | Completely removes the need for Charge generation, additional Max Charges can be made up with +1 to Minimum Endurance/Frezy/Power Charges on Rare Gear. Very useful especially for Bossing. |
Hex Reflection Your Hexes can affect Hexproof Enemies Immune to Reflected Damage | A combination of the effects of Atziri's Reflection, Bastion of Elements and Unholy Authority. Hex Reflection inflicts the monster with the same Hex it curses you with. Note that the Hex still affects you. |
Spells fire 2 additional Projectiles Nova Spells Cast at the targeted location instead of around you | +2 Projectiles is generically powerful for most projectile based builds. Grants Astral Projectors effect without the 20% less AoE penalty. Astral Projector already is an integral part for builds such as Shockwave Totem, making this a strong league start option. |
Burning Hoofprints Triggers Level 20 Abberath's Fury | Grants Level 20 instead of the Level 7 version granted by Abberath's Hooves. While numbers for Level 20 are unknown this could potentially create a viable walking simulator build which is always a blast to play. |
100% increased Evasion Rating while moving Immune to Burning Ground, Shocked Ground and Chilled Ground Regenerate 4% of Life per second while moving 100% increased Mana Regeneration Rate while moving | Synergizes with any Build that doesn't have to stop moving in order to deal damage, such as Abberath's Fury. |
Nearby Enemies are Blinded 100% increased Critical Strike Chance against Blinded Enemies Enemies Blinded by you have 100% reduced Critical Strike Chance | A strong combination of offensive and defensive bonuses. Note that Monsters with sources of #% increased Critical Strike Chance from Monster Modifiers or Map Mods may still Crit you. |
Enemies you've Hit Recently have 100% reduced Life Regeneration rate 30% more Maximum Attack Damage | Use this node with Attacks that have a very wide Damage range such as Lightning Damage or for Bleed builds. Stopping Monster Life Regeneration can be especially useful for said Bleed builds. |
+10% to maximum Cold Resistance Cannot be Frozen | +10% to maximum Cold Resistance is an absurd amount and makes it substantially easier for Melding of the Flesh builds to reach the 90% Resistance cap. "Cannot be Frozen" is the icing on the cake. Note: The previous nodes before this are counterintuitive for any Spell based build. All Nova skills are Spells which reduces the synergy within the Ascendancy. This may be intentional. |
+300 to maximum Life Regenerate 8% of Life per second Spell Skills deal no Damage Your Spells are disabled | Effectively grants Gruthkul's Pelt. Losing access to Spells is an extremely harsh downside even for Attack based builds as it disables Auras, Heralds, Curses, Stances, Guard Skills, Frostblink, Banners and Berserk. |
Puppeteer
All small travel nodes grant "+7% to Chaos Resistance, Minions have 10% increased Maximum Life"
Node Effect | What it Does |
---|---|
Gain 20% of Maximum Life as Extra Maximum Energy Shield Minions gain 20% of Maximum Life as Extra Maximum Energy Shield | A very sizeable increase in Survivability. |
Nearby Enemy Monsters have at least 20% of Life Reserved | A far stronger version of Blood Prices effect without the downside. On its own this grants 25% more Damage and synergizes with Culling Strike. |
Your Minions spread Caustic Ground on Death, dealing 30% of their Maximum Life as Chaos Damage per second | A 50% stronger version of Siegebreakers effect. |
Has been changed to stack with the Baron on Feb 19th. Half of your Strength is added to your Minions 25% increased Strength | Can be stacked withThe Baron resulting in adding 100% of your Strength to your Minions. |
Minions' Base Attack Critical Strike Chance is equal to the Critical Strike Chance of your Main Hand Weapon Minions are Aggressive | Same mod as granted by Maata's Teaching, a very strong option to scale Crit Minons. Aggressive increases the targeting range of your Minions which creates smoother gameplay. This opens up a Support Gem as it allows you to skip Feeding Frenzy Support. |
For each nearby corpse, 1% increased Movement Speed Raise Zombie does not require a corpse Your Raised Zombies count as corpses | Grants the same mod as Aukuna's Will. The Movement Speed is only really impactful in extremely dense areas but has the potential to be very funny after long Blights. |
+4 to Level of all Raise Zombie Gems 25% increased Raised Zombie Size | Big Zombies. |
Weapons you Animate create an additional copy Animated Guardian deals 25% increased Damage per Animated Weapon Animated Minions' Melee Attacks deal Splash Damage to surrounding targets Defences of Items attached to Animated Guardian also apply to Animated Weapons | Halves the time spent animating weapons, grants your Weapons a 7th link, makes them far more durable and grants your Animate Guardian 400% increased Damage. Animate Weapon Builds become massively more appealing thanks to this Node. |
You can apply an additional Curse Hexes Transfer to all Enemies within 3 metres when Hexed Enemy dies | Grants a global Hex Bloom Support to all of your Hexes and allows you to apply another Curse which is very useful of course. |
Witch
The Legacy of Phrecia Ascendancies for the Witch Class are the Harbinger, which grants various bonuses as well as abilities to summon Greater Harbingers - and the Herald which, true to its namesake, focuses heavily around Heralds. Lastly, the Bog Shaman who can use Life and Mana scaling to gain large amounts of flat damage.
Harbinger
All small travel nodes grant "10% increased Energy Shield Recharge Rate, 10% increased Mana Regeneration Rate"
Notable that grants bonuses while Channelling has been reworked on Feb. 19th: It now grants "30% of Non-Chaos Damage taken bypasses Energy Shield, Gain 20% of Maximum Mana as Extra Maximum Energy Shield, Gain 10% of Maximum Life as Extra Maximum Energy Shield"
Node Effect | What it Does |
---|---|
30% increased Energy Shield Recovery rate 30% increased Mana Recovery rate | A solid node as ES/Mana Recovery rate is a very scarce stat otherwise. |
Grants Summon Greater Harbinger of the Arcane Skill | Identical to the Harbinger granted by The Surging Thoughts which casts a 4s Arcane Surge on you, with a cooldown of 8s. |
100% increased Area of Effect of Hex Skills Temporal Chains has no Reservation if Cast as an Aura | Blasphemy Support turns Temporal Chains into an Aura. A good pickup for builds that invest into Curse Effect. |
Notable has been reworked on Feb. 19th. Now grants: 30% of Non-Chaos Damage taken bypasses Energy Shield Gain 20% of Maximum Mana as Extra Maximum Energy Shield Gain 10% of Maximum Life as Extra Maximum Energy Shield | Very solid boost in defences. Splits damage taken between your ES and Life allowing for more efficient recovery. Overall the strongest node for Harbinger. |
Buffs on you expire 30% slower Debuffs on you expire 30% faster | Slower buff expiry is an effect previously only granted by self cursing Temporal Chains and Solstice Vigil and stacks additively with them. On its own this grants a nice boost to your Harbingers and Soul Eater/Headhunter buff uptime. It has a lot of interesting potential when paired with other sources of slower buff expiration. |
Grants Summon Greater Harbinger of Focus Skill | Identical to the Harbinger granted by The Immortal Will which grants Ailment Immunity, Stun Immunity, 20% Damage Reduction and Curse Immunity for 4s every 8s. |
Grants Summon Greater Harbinger of Time Skill | Identical to the Harbinger granted by The Torrent's Reclamation which grants +10% Action Speed for 8s every 10s. Paired with slower buff expiry this turns into permanent +10% Action Speed. A great pickup if your build benefits from the following node: |
40% increased Cooldown Recovery Rate | A better version of the Saboteur's Like Clockwork and a fantastic node for any build that wants Cooldown Recovery Rate such as Cast On Critical Strike Support builds. This also increases the uptime of your Harbingers as they cast their buffs more frequently. |
Herald
All small travel nodes grant "Herald Skills deal 10% increased Damage, 5% increased Effect of Herald Buffs on you"
"Damnation" has been reworked on Feb. 19th. It now grants "For each Element you've been hit by Damage of Recently, 20% reduced Damage taken of that Element, 20% of Cold/Fire/Lightning Damage taken Recouped as Life"
Node Effect | What it Does |
---|---|
Your Aura Skills are Disabled 200% increased Mana Reservation Efficiency of Herald Skills | This node is mandatory to take as every other Node branches from it. Note: Spellslinger, Arctic Armour, Blood and Sand, Blastchain Mine Support, Petrified Blood, Tempest Shield, Temporal Rift and Aspects (Cat, Spider, Stealth) do not count as Auras. |
+75% to Chaos Resistance while affected by Herald of Agony Herald of Agony has 100% increased Buff Effect | Causes a Level 20 Herald of Agony to grant an additional 20% chance to Poison on Hit and 10% more Damage with Poison. One of the few sources of generic Chance to Poison. Also makes capping Chaos Resistance substantially easier. Keep in mind you may only pick one of the Herald specific Nodes. |
Herald of Thunder has 100% increased Buff Effect +5% to maximum Lightning Resistance while affected by Herald of Thunder | Causes a Level 20 Herald of Thunder to grant an additional 19 to 76 Added Attack and Spell Lightning Damage. The +5% to maximum Lightning Resistance is the far more impactful stat here. |
Herald of Ash has 100% increased Buff Effect +5% to maximum Fire Resistance while affected by Herald of Ash | Causes a Level 20 Herald of Ash to grant an additional 20% of Physical Damage as Extra Fire Damage. Both the Buff Effect and the +5% max res are respectable bonuses. |
Herald of Ice has 100% increased Buff Effect +5% to maximum Cold Resistance while affected by Herald of Ice | Causes a Level 20 Herald of Ice to grant an additional 38 to 56 Added Attack and Spell Cold Damage. The +5% to maximum Cold Resistance is the far more impactful stat here. |
Herald of Purity has 100% increased Buff Effect 15% additional Physical Damage Reduction while affected by Herald of Purity | Causes a Level 20 Herald of Purity to grant an additional 12% more Physical Damage, which is sizeable. 15% additional Physical Damage Reduction is by far the best stat out of all the Herald specific bonuses |
+5% to Critical Strike Chance of Herald Skills Herald Skills have 50% increased Area of Effect | A big increase in damage potential for Herald of Thunder/Herald of Ice Autobomber builds. 50% increased Area of Effect is also a very welcome statline. |
+2 to maximum number of Sentinels of Purity +25 to Maximum Virulence Minions deal 66% increased Damage while you are affected by a Herald | Another big increase in damage for the Minion oriented Heralds. |
+3 to Level of all Herald Skill Gems | Grants good damage to the active components of the Heralds (except for Herald of Ash). Especially valuable for the Minions from Herald of Purity and Herald of Agony. Not worth taking when Heralds are used only for their buffs. |
20% Chance to gain Elemental Conflux for 4 seconds when you Kill an Enemy | Elemental Conflux causes ALL of your damage to Ignite, Chill and Shock. Keep in mind it does not contribute towards Freeze. |
Notable has been reworked on Feb. 19th. Now grants: For each Element you've been hit by Damage of Recently, 20% reduced Damage taken of that Element 20% of Cold Damage taken Recouped as Life 20% of Fire Damage taken Recouped as Life 20% of Lightning Damage taken Recouped as Life. | Arguably worse than the Node it replaced. Stacks additively with the Damage Reduction from Eternal Damnation. This is important as additive defences are more valuable than multiplying ones |
Bog Shaman
All small travel nodes grant "+7% to Chaos Resistance, 5% increased Effect of your Curses"
Node Effect | What it Does |
---|---|
Removes all Energy Shield Gain Maximum Life instead of Maximum Energy Shield from Equipped Armour Items -3 Maximum Life per Level | A well rolled Vaal Regalia grants about ~800 Energy Shield, resulting in a net total of +500 Life at Level 100. |
-20% to all Elemental Resistances 50% increased Projectile Speed 50% increased Area of Effect 50% increased Skill Effect Duration | A massive increase in desirable stats for almost any Build at the cost of -20% Elemental Resistances. A worthwhile trade as this Node directly translates to Clearspeed for most builds. |
Lose 5% of Life per second if you have been Hit Recently 40% more Damage over Time | A very powerful Notable when you are able to sustain the life drain. Righteous Fire builds enjoy this node. |
Nearby Enemies have Malediction 30% increased Reservation Efficiency of Curse Aura Skills | Malediction causes 10% reduced damage dealt and 10% increased damage taken - generic but useful. The Reservation Efficiency helps out Blasphemy heavy builds. |
Skills gain a Base Life Cost equal to 25% of Base Mana Cost Spells you cast yourself gain Added Physical Damage equal to 80% of Life Cost, if Life Cost is not higher than the maximum you could spend | Adds an interesting way to scale Spell Base Damage with Life. |
Your Skills deal you 100% of Mana Spent on Upfront Skill Mana Costs as Physical Damage Skills gain Added Chaos Damage equal to 40% of Mana Cost, if Mana Cost is not higher than the maximum you could spend | Adds an absurd amount of flat Chaos Damage when stacking Mana. Also enables various self-harm mechanics similar to Scold's Bridle. |
Grants Level 20 Pacify Skill Enemies Pacified by you take 30% increased Damage | The Queller of Minds grants the same Skill. Pacify is a curse which has no effect at first, but causes enemies to deal no damage once 60% of the curse's duration has expired, at which point they count as Pacified. A very niche effect that's generally not suited for PoE's fast gameplay pace. |
Nearby Enemies' Chaos Resistance is 0 Chaos Resistance is Zero | Not advised to allocate without Chaos Inoculation despite giving a substantial boost in damage. |
+100% chance to be Poisoned +5% to all maximum Resistances while Poisoned You cannot be Poisoned while there are at least 5 Poisons on you | Causes all Physical and Chaos damage from Monsters to always Poison you. With large hits this can be fatal despite being limited to 5 Poisons in total unless you have a source of "Unaffected by Poison", Chaos Inoculation or constantly apply low-damaging Poisons to yourself. Can be stacked withApep's Supremacy or Apep's Slumber for a total of +8% All Res. |
Ranger
The Legacy of Phrecia Ascendancies for the Ranger Class are the Daughter of Oshabi who specializes in Wands, Shrines and Evasion stacking - and the Whisperer, which enables a new Dexterity-Mana Stacker archetype and more. The Wildspeaker has potential to excel especially for Flicker Strike builds.
Daughter of Oshabi
All small travel nodes grant "10% increased Evasion Rating, 10% increased Effect of Shrine Buffs on you"
Node Effect | What it Does |
---|---|
Defences from Equipped Body Armour are doubled if it has no Socketed Gems +60% to all Elemental Resistances if you have an Equipped Helmet with no Socketed Gems 30% increased Maximum Life if you have Equipped Gloves with with no Socketed Gems 30% increased Movement Speed if you have Equipped Boots with no Socketed Gems | A slightly stronger version of the Affliction leagues Warden of the Maji's Wildwood Ascendancy. With the current state of socket pressure in PoE this node loses some appeal but has potential uses. Synergizes with The Untouched Soul. |
2% increased Attack Damage per 450 Evasion Rating Rare and Unique Enemies within 120 metres have Minimap Icons | Grants the effect as if dual wielding 2 Dreamfeathers without actually taking up a weapon slot, making Evasion stacking attractive again. While the node claims to reveal within 120 metres in reality this is limited by the engine only rendering monsters roughly 2 screens away. |
All Damage inflicts Poison against Enemies affected by at least 5 Grasping Vines Inflict 1 Grasping Vine on Hit | A more powerful version of Inextricable Fates effect as it stacks more reliably. |
Trigger Level 20 Create Lesser Shrine when you Kill an Enemy | The Gull creates a Level 1 Lesser Shrine on kill, with a 20 second cooldown. It is unknown how the Level 20 version differs from this. It has to be substantially better in order to offset the loss of 75% increased Effect of Shrine Buffs on you granted by The Gull however. |
Gain a random shrine buff every 10 seconds | Potential to be extremely strong for long content such as The Simulacrum. Definitely pair this node with The Gull to increase their strength and look out for potential Idols that further enhance Shrine Buffs. |
+2 to maximum number of Sacred Wisps +2 to number of Sacred Wisps Summoned | Doubles the potency of Sacred Wisps Support which is roughly 25% more damage for builds that utilize it. |
Skills Supported by Spellslinger have 50% increased Cooldown Recovery Rate Skills Supported by Spellslinger have 50% reduced Mana Reservation | Increases the usability of Spellslinger substantially as it softens its main downside of exorbitant mana reservation costs. |
Whisperer
All small travel nodes grant "10% increased Attack Damage, 6% increased Maximum Mana"
Node Effect | What it Does |
---|---|
Intelligence provides no inherent bonus to Maximum Mana +1 to Maximum Mana per Dexterity | An interesting twist in scaling which opens up brand new build possibilities like right tree sided Dexterity Mana Stackers. Note: Usually every 2 Intelligence grants 1 additional Mana meaning this Node is twice as efficient. |
100% of Physical Damage is taken from Mana before Life | Causes especially Mana Stackers to be a lot more durable against large Physical Hits as they usually run out of Life long before running out of Mana. Ideally paired together with Mind over Matter but may still have use cases on its own for builds that can't easily reach MoM. |
50% increased Mana Cost of Skills Attack Skills have Added Lightning Damage equal to 4% of maximum Mana | Stacks with the effect of Mind of the Council in order to reach 10% of maximum Mana as Added Lightning Damage. This makes Mana stacking Attack builds a very viable archetype especially when paired with Dexterity stacking. |
Gain 10 Rage after Spending a total of 200 Mana | Grants one of the effects of Ravenous Passion without shifting Rage to be Spell based. A potential source of massive amounts of Rage. |
50% increased Mana Recovery from Flasks Non-instant Mana Recovery from Flasks is also Recovered as Life | Grants one of the effects of Indigon. Generally not the most useful mod as Mana Flasks recover substantially less than Life Flasks and are hard to keep up consistently to be worthwhile. For Attack based builds,which the Whisperer heavily incentivizes, Leech is simply a better source of Mana. |
+4 to Minimum Frenzy Charges +4 to Minimum Power Charges +1 to Maximum Frenzy Charges and Maximum Power Charges | Similar to the Hierophant's Conviction of Power, but it grants Frenzy Charges instead of Endurance Charges. Slightly lower value when compared to Conviction of Power as permanent Endurance Charges are more desirable as they are harder to acquire and unreliable Defenses feel worse. |
50% increased Blind EIffect 100% increased Stealth Blind Enemies on Hit | Stealth reduces the range at which monsters begin targeting the player, a fairly useless stat apart from very niche cases. The Blind on Hit and Blind Effect are decent. |
Increases and Reductions to Spell Damage also apply to Attacks at 150% of their value | Grants the main effect of Crown of Eyes. |
Projectiles from Attacks Fork Projectiles from Attacks can Fork 1 additional time | Effectively grants a global Awakened Fork Support. |
Wildspeaker
All small travel nodes grant "3% increased Movement Speed, Minions deal 10% increased Damage"
Node Effect | What it Does |
---|---|
Minions deal 1% increased Damage per 5 Dexterity Increases and Reductions to Minion Damage also affect you at 150% of their value | Grants the important mod of The Scourge. This effectively turns the first line into "You deal 1.5% increased Damage per 5 Dexterity". The Minion mod is not strong enough to be worth scaling pure Minion builds with. |
On Killing a Rare Monster gain 1 of its Modifiers for 20 seconds Nearby Enemies Killed by anyone count as being Killed by you instead | Inspired Learning and Gravebind merged into an Ascendancy Notable. Keep in mind this Node may grief party members that rely on on-kill effects. |
You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other You and nearby Allies have Tailwind | A combination of Conduit and Elegant Hubris' Supreme Grandstanding. Tailwind "only" grants 8% Action Speed as it lacks the ability to generate Gale Force unlike Deadeye's Gathering Winds. |
-15% to amount of Suppressed Spell Damage Prevented +100% chance to Suppress Spell Damage | Causes you to take 35% less Spell Damage. This node would be more attractive on a Class that does not have very easy access to an abundance of Spell Suppression but has use cases nonetheless. Pairs well with Acrobatics as the downside is negated entirely. |
Grants Level 30 Aspect of the Cat Skill Aspect of the Cat has no Reservation | Level 30 Aspect of the Cat grants a buff that alternates between 16% increased Cast/Attack Speed and 120% increased Critical Stike Chance, 15% chance to avoid all Damage from Hits, 100% increased Stealth. |
Gain up to your maximum number of Frenzy and Power Charges when you gain Cat's Stealth +1 to Maximum Frenzy Charges +1 to Maximum Power Charges | Grants the same mod as Farrul's Fur. Replica Farrul's Fur is the more popular choice for Flicker Strike builds as Endurance Charges are great defensively and are harder to generate. This completely frees up the Body Armour slot however and is therefore very strong. |
Grants Level 30 Aspect of the Avian Skill Aspect of the Avian has no Reservation | Level 30 Aspect of the Avian grants a buff that alternates between 14% Player/Minion Movement Speed and 12% chance for you/your Minions to deal Double Damage. |
200% increased Aspect of the Avian Buff Effect Aspect of the Avian also grants Avian's Might and Avian's Flight to nearby Allies | This node increases the effect to an alternating 42% MS and 36% DD and grants the buff to nearby allies. |
Trigger Level 20 Summon Spectral Wolf on Critical Strike | Level 20 Spectral Wolves have a limit of 10, last 30 seconds by default and grant 6 to 12 Added Attack Physical Damage to the player per active Wolf. They also deal a decent amount of damage on their own when scaled. |
Marauder
The Legacy of Phrecia Ascendancies for the Marauder Class is the Antiquarian who grants a mixed bag of different bonuses - the Behemoth who has access to cheap Vaal centric builds, but comes with the harsh downside of not being able to use Spells - and the Ancestral Commander provides absolutely absurd defenses.
Antiquarian
All small travel nodes grant "10% increased Global Defences, +10 to Strength"
Node Effect | What it Does |
---|---|
Your Hits can't be Evaded 50% reduced Dexterity | Being able to forgo Accuracy investment while still committing to Crit is very useful in an otherwise difficult part of the tree when it comes to Accuracy. Keep in mind 50% reduced Dexterity increases strain on gearing. |
Far Shot | Similarly to Deadeye's Far Shot, this is a borderline broken damage steroid for any projectile build that does not need to be in melee range to deal damage. |
-100 Physical Damage taken from Projectile Attacks Gain 50% Chance to Block from Equipped Shield instead | Flat damage reduction can be very strong when other layers of mitigation are utilized. This potentially causes monsters to deal 0 damage as it happens at the end of the damage calculation. Setting any equipped Shield to grant 50% Chance to Block makes it far easier to reach Max-block especially with low Block Chance Unique Shields. |
You have no Intelligence +150 to Strength | A large increase in Strength which is attractive for Stat Stackers. The downside means you cannot use blue support gems. It also blocks the usage of Frostblink which is a staple in most builds nowadays. |
1000% increased Stun and Block Recovery | Equivalent to a max rolled Immutable Force. This causes you to effectively become immune to Stuns. |
1% increased Duration per 10 Strength | An extremely unique modifier. Increased Duration is a rather rare stat so having access to potentially up to +200% is bound to produce some very interesting builds. |
Gain Ward instead of 50% of Armour and Evasion Rating from Equipped Body Armour | Same effect as granted by Ynda's Stand. Mainly used by Minion builds and Wardloopers. This allows Wardloopers to run a flask sustain belt instead, but keep in mind they lost the Ascendant's flask charge generation. |
Gain Adrenaline for 10 seconds when Ward Breaks | A strong steriod when your Ward Breaks. Not useful for builds utilizing Olroth's Resolve as these builds generally die when their Ward is overwhelmed. |
100% faster Restoration of Ward 100% increased Global Defences | Global Defences scales Ward and is a very rare stat otherwise, allowing for massive Ward pools with the node that precedes it. |
Behemoth
All small travel nodes grant "10% increased Armour, 3% increased Strength"
Node Effect | What it Does |
---|---|
10% increased Character Size Spell Skills deal no Damage Your Spells are disabled Melee Hits count as Rampage Kills Rampage | This node is mandatory to take as all other nodes branch from it. Losing access to Spells is an extremely harsh downside even for Attack based builds as it disables Auras, Heralds, Curses, Stances, Guard Skills, Frostblink, Banners, Autoexertion, Blood Rage, Berserk and more. Look to pair this with rapidly hitting Attacks in order to make use of the Rampage. |
Melee Hits Fortify Regenerate 0.2% of Life per second per Fortification | Allows you to skip Passive Point investment or Fortify Support. Grants 4% Life Regeneration at 20 Fortification and 6% at 30 when allocating the Node that follows it. |
1% increased Attack Speed per Fortification +10 to maximum Fortification | A solid increase in the strength of Fortify and grants 30% increased Attack Speed before further increases to Fortification. |
+10% to Unarmed Melee Attack Critical Strike Chance Your Critical Strike Chance is Lucky while on Low Life | Stacks with Rigwald's Curse. Lucky Crits while on Low Life on its own would be worthwhile if there was a consistent way to maintain Low Life status. This is difficult however as Petrified Blood is a Spell and therefore disabled by the first Notable. |
+4 Mana per 4 Strength Power of Purpose | For comparison, Intelligence grants +0.5 Mana per 1 Intelligence, making this Node twice as effective. Power of Purpose is a Keystone usually granted by Militant Faith and converts 80% of your Maximum Mana into twice that much Armour (e.g. 4000 Mana results in 800 Mana and 6400 Armour). |
Armour also applies to Chaos Damage taken from Hits | Grants the important effect of The Fourth Vow. Pairing this with Divine Flesh (50% of Elemental Damage taken as Chaos Damage) granted by Glorious Vanity allows your Armour to protect against 50% of Elemental Damage taken. |
2% increased Attack Damage per 450 Armour 10% chance to Defend with double your Armour for each time you've been Hit by an Enemy Recently, up to 30% | Equivalent of dual wielding Replica Dreamfeathers without having to deal with their low base damage. 30% chance to Defend with double Armour is a nice extra bonus. Keep in mind your first Ascendancy Notable blocks you from using Determination. |
15% chance that if you would gain Rage on Hit, you instead gain up to your maximum Rage +15 to Maximum Rage | Grants one of the mods of Admiral's Arrogance which guarantees constant Maximum Rage. +15 to Max Rage is also good. |
50% increased Rage Cost of Skills Vaal Attack Skills you Use yourself Cost Rage instead of requiring Souls You cannot gain Rage during Soul Gain Prevention | Hateforge but with a penalty of Rage Cost instead of a reduction. This is not a problem however as the previous Notable causes you to instantly regain all Rage once Soul Gain Prevention is over. |
Ancestral Commander
All small travel nodes grant "8% increased Armour, 4% increased Maximum Life"
Node Effect | What it Does |
---|---|
Nearby Enemies Convert 50% of their Physical Damage to Fire | Can be paired with Kaom's Binding to reach 75% Enemy Conversion. |
Strike Skills which target additional Enemies can do so from 50% further away Non-Vaal Strike Skills target 1 additional nearby Enemy | An extremely useful mod for any Strike build as this modifier also increases the range that your Ancestral Call Support clones attack from, unlike the "+# metres to Melee Strike Range" mod. Paired with +1 Strikes clicking this Notable simply feels good. |
Strike Skills also target the previous location they were Used | Grants the same effect as found on Warrior's Legacy. This effect only happens when moving a certain distance away from the initial attack, significantly lowering its usefulness in practice. |
30% reduced Warcry Speed 120% increased Warcry Cooldown Recovery Rate | The reduced Warcry speed can be compensated for with increases in Warcry Speed or bypassed entirely with Autoexertion or The Eternal Apple. |
Nearby corpses Explode when you Warcry, dealing 12% of their Life as Physical Damage Your Warcries open Chests | Can be stacked with Kaom's Command for up to 22% Corpse Life as Physical Damage. |
Action Speed cannot be modified to below Base Value Movement Speed cannot be modified to below Base Value Armour from Equipped Body Armour is doubled | A combination between the Juggernaut's Unbreakable and Unstoppable. A very solid node all around. |
+3 to Maximum Endurance Charges | A huge amount of extra Endurance Charges. On its own this node effectively grants 12% Physical and Elemental Damage Reduction and further boosts interactions that scale with Endurance Charges. |
Gain 15% of Missing Unreserved Life before being Hit by an Enemy | Stacks with Defiance of Destiny, enabling absolutely absurd Defenses. |
+1 to maximum number of Summoned Totems 20% of Damage from Hits is taken from your nearest Totem's Life before you | A good offensive and defensive boost to Totem builds. |
Trigger level 20 Summon Spirit of Rakiata Skill on Critical Strike against Marked Unique Enemy | At level 1 this summons a Minion for 12 seconds that sets your Action Speed to 110% (+10% Action Speed), with an 80 second cooldown. Prediction: Level 20 grants 120% (+20% Action Speed), as this was the maximum for Loyalty Tattoo of Kiloava in the Trial of the Ancestors League. |
Trigger level 20 Summon Spirit of Kiloava Skill when you Block Damage from a Unique Enemy | At level 1 this summons a Minion for 12 seconds that causes you to recover 5% of Life, Mana and Energy Shield when you Block, with an 80 second cooldown. Prediction: Level 20 grants 20% on Block, as this was the maximum for Loyalty Tattoo of Kiloava. |
Trigger level 20 Summon Spirit of Utula Skill on taking a Savage Hit from a Unique Enemy | At level 1 this summons a Minion for 12 seconds that causes 20% of your leech to be instant, with an 80 second cooldown. Prediction: Level 20 grants 25% instant leech, as this was the maximum for Loyalty Tattoo of Utula. |
Trigger level 20 Summon Spirit of Kahuturoa Skill when you take a Critical Strike from a Unique Enemy | At level 1 this summons a Minion for 12 seconds that causes 10% of Armour to apply to Non-Physical Damage taken from Hits, with an 80 second cooldown. Prediction: Level 20 grants 20% instead, as this was the maximum for Loyalty Tattoo of Kahuturoa. |
Trigger level 20 Summon Spirit of Kaom Skill when a Totem dies while a Unique Enemy is in your Presence | At level 1 this summons a Minion for 12 seconds that causes 15% of Damage from Hits to be taken from your nearest Totem's Life before you, with an 80 second cooldown. Prediction: Level 20 grants 20% instead, as this was the maximum for Loyalty Tattoo of Kaom. |
Scion
Each small node grants +1 Passive Skill Points. Themajor clusters allow you to allocate one of the surrounding Notables without costing an extra point. E.g. pathing into "Cloak of Flame" would cost 3 Ascendancy Points in total. There is only one travel node between the Northern/Southern wheel and the Eastern Wheel. This means 8 Ascendancy points allow you to either allocate: West → North → East OR West → South → East. Images are split in 3 for better readability.
Each node grants the defining mod of a Unique.
Scavenger
All small travel nodes grant "Grants 1 Passive Skill Point"
Feb. 19th: "Cloak of Flame" has been changed to "40% of Damage taken as Fire Damage"
Western Cluster
Node Effect | What it Does |
---|---|
Stasis Prison: 50% of Damage taken Recouped as Life Debuffs on you expire 50% faster. | Both mods stack with Stasis Prison. Very powerful on its own, pairing it with Stasis Prison allows for massive excess Recoup which is particularly attractive for self damaging builds such as Forbidden Rite. |
"from Hits" removed on Feb. 19th. Cloak of Flame: 40% of Physical Damage taken as Fire Damage | Grants the main mod of Cloak of Flame. A ridiculously strong node that allows you to easily full-convert taken Physical Damage. Also effectively grants immunity to Physical DOT's when combined with Cloak of Flame as 80% is converted to Fire. |
Foxshade: 20% increased Movement Speed when on Full Life Damage of Enemies Hitting you is Unlucky while you are on Full Life 80% increased Global Evasion Rating when on Full Life | 10% lower movement speed compared to Foxshade and % increased evasion instead of flat. Not worth taking over the alternatives unless there is no other goal but to run fast. |
Shavronne's Wrappings: Chaos Damage taken does not bypass Energy Shield | A very strong option for low life builds that removes the reliance on Shavronne's Wrappings/Coruscating Elixir/Esh's Visage. |
Blunderbore: 40% increased Effect of Shrine Buffs on you You have Lesser Brutal Shrine Buff You have Lesser Massive Shrine Buff | Better than Blunderbore as it has no absurd Strength requirement. Paired with The Gull this grants: 43% increased Damage/Stun Duration on Enemies/Area of Effect/Increased Maximum Life, Knocks Enemies back on Hit and 21.5% increased Character Size. |
Eastern Cluster
Node Effect | What it Does |
---|---|
Tainted Pact: Taking Chaos Damage over Time heals you instead while Leeching Life | Tainted Pact builds generally rely on the Slayer's extended Overleech granted by Brutal Fervour for consistency. This enables massive healing by applying huge poisons to themselves. Not having access to Brutal Fervour reduces the value of Tainted Pact a lot. |
Fury Valve: Modifiers to number of Projectiles instead apply to the number of targets Projectiles Split towards Skills fire 2 additional Projectiles | An excellent pickup for builds that were planning to go Fury Valve in the first place. Actively harmful for Skills that interact badly with it. |
Doedre's Tongue: Cursed Enemies cannot inflict Elemental Ailments on You | Decent as pseudo ailment immunity for builds that can rapidly apply Curses before the enemy can hit back. |
Leadership's Price: You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal Cannot Ignite, Chill, Freeze or Shock | A great option for builds that can properly utilize its effecs but wish to use a different Amulet instead. A well-rolled Leadership's Price is already a very solid item however. |
Death Rush: Gain Adrenaline for 5 seconds on Kill | The Adrenaline lasts 2 seconds longer than a max-rolled Death Rush, ensuring permanent uptime while mapping. Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. An excellent generic choice for most builds as the other East Cluster nodes are very specific otherwise. |
Zerphi's Heart: Chaos Damage can Ignite, Chill and Shock | While this unfortunately does not grant Soul Eater it is still a very strong option for Chaos Damage builds that aren't Hexblast. |
Northern Cluster
Node Effect | What it Does |
---|---|
Nycta's Lantern: 50% increased Light Radius Battlemage | The only other sources of Battlemage that are not tied to a Weapon are the Inquisitor'sInstruments of Virtue and Cadigan's Crown, with the latter incurring a huge penalty. |
Cerberus Limb: 0.5% of Spell Damage Leeched as Life if Equipped Shield has at least 30% Chance to Block +1 to Maximum Energy Shield per 5 Armour on Equipped Shield +5 to Armour per 5 Evasion Rating on Equipped Shield +20 to Evasion Rating per 5 Maximum Energy Shield on Equipped Shield | Stacks with Cerberus Limbs identical "per X" mods. |
Midnight Bargain: +3 to maximum number of Summoned Phantasms +1 to Maximum number of Spectres +2 to Maximum number of Raised Zombies +2 to Maximum number of Skeletons +3 to Maximum number of Summoned Raging Spirits | A vastly superior version of Midnight Bargain as it grants more, and a wider variety of maximum number of Minions without reserving 30% of your Life. |
Obliteration: Enemies you Kill have a 30% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage | Stacks with Obliteration's 20% chance to Explode for a 50% chance, or 70% when dual wielding. Enables satisfying sounding explosions to any build of your choosing without restricting you to Occultist or Wands. Neat. |
Void Battery: 25% increased Spell Damage per Power Charge +1 to Maximum Power Charges | Grants the important parts of Void Battery without the 80% reduced Spell Damage penalty. A strong damage buff for any build that stacks Power Charges. |
The Fulcrum: 25% of Physical Damaeg Converted To Fire Damage 25% of Physical Damage Converted to Cold Damage 25% of Physical Damage Converted to Lightning Damage Elemental Ailments you inflict are Reflected to you | Being able to reflect Ailments back to you without having to wear a Fulcrum is very nice. This allows for easy Winterweave Self-Chill granting +30% Action Speed. One option: combine a source of self damage such as Forbidden Rite socketed in a Wand with the "Trigger a Socketed Spell on using a Skill" mod. It also enables self-ignite proliferation builds, but their damage ceiling is a lot lower due to the lack of Hinekora, Death's Fury reflecting huge ignites onto the player. |
Southern Cluster
Node Effect | What it Does |
---|---|
Sinvicta's Mettle: 2% increased Area of Effect per 25 Rampage Kills Gain a Frenzy Charge on every 50th Rampage Kill Rampage | Each Kill grants a stack of Rampage, up to 1000. Gain 1% increased Movement Speed and 2% increased Damage per 20 Rampage Stacks. Example: 500 Rampage stacks would grant you 25% Movement Speed, 50% increased Damage and 20% increased AoE. A decent option but generally not worth it over other Notables. |
Tawhoa's Felling: Trigger Level 20 Tawhoa's Chosen when you Attack with a Non-Vaal Slam or Strike Skill near an Enemy. | Tawhoa's Chosen causes your Slams or Strikes to summon a Mirage Chieftain who who uses that slam or strike skill once. This effect has a 1 second cooldown. A decent boost in damage for slow hitting builds - keep in mind that Exert effects do not scale with the Mirage. |
Starforge: Your Physical Damage can Shock 20% increased Area of Effect for Attacks | An excellent boost in damage for slow, hard hitting Physical Damage Skills to apply up to 50% increased damage taken to the enemy. The increased Area of Effect is a nice bonus. |
Oro's Sacrifice: Culling Strike against Burning Enemies Gain a Frenzy Charge if an Attack Ignites an Enemy | A strong alternative to Replica Farrul's Fur for Flicker Strike builds in order to sustain Frenzy Charges. Of course it can also be used on any other build that can ignite and needs Frenzy Charges. |
Doomfletch: Gain 20% of Weapon Physical Damage as Extra Damage of each Element | The furthest removed from its initial identity (Doomfletch's Prism) this is an excellent source of extra Elemental Damage for conversion builds. 60% of Physical as Extra Elemental is very respectable. |
Soul Taker: Insufficient Mana doesn't prevent your Melee Attacks Your Physical Damage can Chill | Offers a solution to builds struggling with exorbitant Mana Costs such as Soul Eater builds but generally is not worth taking as Mana is usually easily solved for Melee. |
Summary
The Legacy of Phrecia Event replaces all 19 existing Ascendancies with completely new versions. As Ascendencies are an integral part of any PoE build these are sure to mix up the meta substantially. Shadow, Ranger, Duelist, Marauder, Templar and Witch each have 3 brand new Ascendancy choices. Combined with the Scion's own Ascendancy there are a lot of new and interesting options to build your character.