Ascendant Ascendant Strength and Intelligence +20 to Strength and Intelligence Passive Point Templar Ascendancy (Choose one of the three attached options) Passive Point Path of the Templar Can Allocate Passives from the Templar's starting point Inquisitor +30% to Critical Strike Multiplier against Enemies that are affected by Elemental Ailments Damage Penetrates 6% of Enemy Elemental Resistances 10% chance to create Consecrated Ground when you Hit a Rare or Unique Enemy, lasting 8 seconds Immune to Elemental Ailments while on Consecrated Ground Nearby Enemies Take 10% increased Elemental Damage (You can only take one of the three Templar Ascendancy passives) (Allies standing on Consecrated Ground Regenerate a percentage of their Maximum Life per second) (Elemental Ailments are Ignite, Chill, Freeze and Shock) Hierophant 25% increased maximum Mana Can have up to 1 additional Totem summoned at a time 8% of Damage is taken from Mana before Life Gain Arcane Surge when you or your Totems Hit an Enemy with a Spell 20% increased Spell Damage while you have Arcane Surge (You can only take one of the three Templar Ascendancy passives) (Arcane Surge grants 10% more Spell Damage, 10% increased Cast Speed, and 0.5% of maximum Mana Regenerated per second, for 4 seconds) Guardian 25% reduced Effect of Curses on You Auras you Cast grant +1% Physical Damage Reduction to you and Allies 10% increased effect of Non-Curse Auras you Cast Every 5 seconds, 20% of Maximum Life Regenerated over one second You and Nearby Party Members Share Power, Frenzy and Endurance Charges with each other (You can only take one of the three Templar Ascendancy passives) Intelligence +40 to Intelligence Passive Point Witch Ascendancy (Choose one of the three attached options) Passive Point Path of the Witch Can Allocate Passives from the Witch's starting point Necromancer 20% increased Skill Effect Duration Minions deal 30% increased Damage Your Offering Skills also affect you Your Offerings have 50% reduced Effect on You Auras you Cast grant 3% increased Attack and Cast Speed to you and Allies (You can only take one of the three Witch Ascendancy passives) Elementalist Damage Penetrates 10% of Enemy Elemental Resistances Cannot take Reflected Elemental Damage 40% increased Effect of Heralds on You Shocks from your Hits always increase Damage taken by at least 10% Can Summon up to 1 additional Golem at a time (You can only take one of the three Witch Ascendancy passives) Occultist Enemies can have 1 additional Curse 10% increased Effect of your Curses 1.5% of Energy Shield Regenerated per second Cannot Be Stunned while you have Energy Shield (You can only take one of the three Witch Ascendancy passives) Dexterity and Intelligence +20 to Dexterity and Intelligence Passive Point Shadow Ascendancy (Choose one of the three attached options) Passive Point Path of the Shadow Can Allocate Passives from the Shadow's starting point Assassin +1% to Critical Strike Chance 10% chance to gain a Power Charge on Critical Strike 40% chance to Poison on Hit 10% increased Movement Speed if you've Killed Recently Damage from your Critical Strikes cannot be Reflected (You can only take one of the three Shadow Ascendancy passives) (Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack) (Recently refers to the past 4 seconds) Trickster 15% chance to gain a Frenzy Charge and a Power Charge on Kill 50% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently Your Hits have 15% chance to gain 50% of Non-Chaos Damage as Extra Chaos Damage Cannot be Stunned if you haven't been Hit Recently 15 Mana Regenerated per second if you've used a Movement Skill Recently (You can only take one of the three Shadow Ascendancy passives) (Recently refers to the past 4 seconds) Saboteur 30% increased Area of Effect Damage Penetrates 6% of Enemy Elemental Resistances 1% Life Regenerated per Second for each of your Mines Detonated Recently, up to 20% 1% Life Regenerated per Second for each of your Traps Triggered Recently, up to 20% 25% chance to Blind Enemies on Hit (You can only take one of the three Shadow Ascendancy passives) (Recently refers to the past 4 seconds) (Blinded enemies have their Chance to Hit halved) Dexterity +40 to Dexterity Passive Point Ranger Ascendancy (Choose one of the three attached options) Passive Point Path of the Ranger Can Allocate Passives from the Ranger's starting point Raider 20% increased Attack Damage 10% increased Movement Speed 4% chance to Dodge Attacks You have Onslaught while on full Frenzy Charges 10% chance to gain a Frenzy Charge when you Hit a Rare or Unique Enemy (You can only take one of the three Ranger Ascendancy passives) (Onslaught grants 20% increased Attack, Cast, and Movement Speed) Deadeye 100% increased Accuracy Rating Projectiles Pierce 2 additional Targets Moving while Bleeding doesn't cause you to take extra Damage Projectiles gain Damage as they travel further, dealing up to 50% increased Damage with Hits to targets Skills fire an additional Projectile (You can only take one of the three Ranger Ascendancy passives) Pathfinder 10% increased Movement Speed during any Flask Effect 10% increased Attack Speed during any Flask Effect Flasks gain 3 Charges every 3 seconds Damage Penetrates 6% of Enemy Elemental Resistances 15% chance for your Flasks to not consume Charges (You can only take one of the three Ranger Ascendancy passives) Strength and Dexterity +20 to Strength and Dexterity Passive Point Duelist Ascendancy (Choose one of the three attached options) Passive Point Path of the Duelist Can Allocate Passives from the Duelist's starting point Champion 10% chance to Fortify on Melee hit Enemies you Taunt take 10% increased Damage 25% chance to Taunt on Hit Your Hits permanently Intimidate Enemies that are on Full Life You and nearby Allies have 8% increased Movement Speed (You can only take one of the three Duelist Ascendancy passives) (Fortify grants 20% reduced Damage Taken from Hits) (Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds) (Intimidated enemies take 10% increased Attack Damage) Gladiator 50% of Block Chance applied to Spells +3% to maximum Block Chance Attacks have 25% chance to cause Bleeding 10% chance to Blind with Hits against Bleeding Enemies 15% more Damage with Bleeding (You can only take one of the three Duelist Ascendancy passives) (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Blinded enemies have their Chance to Hit halved) Slayer Culling Strike 20% increased Damage while Leeching Life Leech effects are not removed at Full Life 20% increased Area of Effect if you've Killed Recently Cannot take Reflected Physical Damage (You can only take one of the three Duelist Ascendancy passives) (Culling Strike means enemies that are on 10% or lower life after your Hit are Killed) (Recently refers to the past 4 seconds) Strength +40 to Strength Passive Point Marauder Ascendancy (Choose one of the three attached options) Passive Point Path of the Marauder Can Allocate Passives from the Marauder's starting point Berserker 5% increased Damage taken 10% more Damage 2% of Attack Damage Leeched as Life and Mana if you've Killed Recently Gain 1 Rage when you Kill an Enemy Cannot be Stunned while you have at least 25 Rage (You can only take one of the three Marauder Ascendancy passives) (Recently refers to the past 4 seconds) (Maximum Rage is 50) (You lose 1 Rage every 0.5 seconds if you have not been Hit or gained Rage Recently) (You gain the following effects for having Rage: 1% increased Attack Damage per 1 Rage 1% increased Attack Speed per 2 Rage 1% increased Movement Speed per 5 Rage Lose 0.1% of your maximum Life per second per 1 Rage) Juggernaut +1000 to Accuracy Rating Cannot be Chilled Cannot be Stunned 5% increased Damage per Endurance Charge Gain an Endurance Charge every second if you've been Hit Recently (You can only take one of the three Marauder Ascendancy passives) (Recently refers to the past 4 seconds) Chieftain 2% of Life Regenerated per second 10% increased Strength 1% of Damage dealt by your Totems is Leeched to you as Life 10% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit (You can only take one of the three Marauder Ascendancy passives) (Recently refers to the past 4 seconds) (Enemies that are Covered in Ash have 20% less Movement Speed and 20% increased Fire Damage Taken)