Path of the Ranger Can Allocate Passives from the Ranger's starting point Path of the Witch Can Allocate Passives from the Witch's starting point Path of the Marauder Can Allocate Passives from the Marauder's starting point Path of the Duelist Can Allocate Passives from the Duelist's starting point Path of the Shadow Can Allocate Passives from the Shadow's starting point Path of the Templar Can Allocate Passives from the Templar's starting point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Passive Point Strength +40 to Strength Dexterity +40 to Dexterity Intelligence +40 to Intelligence Strength and Dexterity +20 to Strength and Dexterity Strength and Intelligence +20 to Strength and Intelligence Dexterity and Intelligence +20 to Dexterity and Intelligence Marauder Ascendancy (Choose one of the three attached options) Ranger Ascendancy (Choose one of the three attached options) Witch Ascendancy (Choose one of the three attached options) Duelist Ascendancy (Choose one of the three attached options) Templar Ascendancy (Choose one of the three attached options) Shadow Ascendancy (Choose one of the three attached options) Juggernaut 30% increased Armour Cannot be Chilled 10% chance to gain an Endurance Charge when you are Hit You cannot be Stunned while at maximum Endurance Charges (You can only take one of the three Marauder Ascendancy passives) Berserker 5% increased Damage taken 25% increased Attack and Cast Speed if you've taken a Savage Hit Recently 10% more Damage 1% of Damage Leeched as Life if you've Killed Recently (You can only take one of the three Marauder Ascendancy passives) (A Hit that removes at least 15% of Maximum Life is a Savage Hit) (Recently refers to the past 4 seconds) Chieftain 15% chance to Ignite 30% increased Damage while you have a Totem Regenerate 2% of your maximum Life per second while you have a Totem Gain 15% of Physical Damage as Extra Fire Damage if you or your Totems have Killed Recently (You can only take one of the three Marauder Ascendancy passives) (Recently refers to the past 4 seconds) Raider 25% chance to Avoid Elemental Status Ailments 4% chance to Dodge Attacks 10% chance to gain a Frenzy Charge on Kill You have Onslaught while on full Frenzy Charges (You can only take one of the three Ranger Ascendancy passives) (Onslaught grants 20% increased Attack, Cast, and Movement Speed) Deadeye 30% chance of Projectiles Piercing Attacks have 15% chance to cause Bleeding Projectiles gain Damage as they travel further, dealing up to 30% increased Damage to targets Skills fire an additional Projectile (You can only take one of the three Ranger Ascendancy passives) Pathfinder 50% increased Flask Charges gained 25% increased Damage while using a Flask 50% chance to avoid Freeze, Shock, Ignite and Bleed while using a Flask 4% reduced Elemental Damage taken while using a Flask (You can only take one of the three Ranger Ascendancy passives) Occultist 20% increased maximum Energy Shield 1% of Energy Shield Regenerated per second Enemies you Curse have -15% to Chaos Resistance 20% increased Damage if you've Killed a Cursed Enemy Recently (You can only take one of the three Witch Ascendancy passives) (Recently refers to the past 4 seconds) Elementalist 4% reduced Elemental Damage taken Damage Penetrates 5% of Enemy Elemental Resistances Gain Elemental Conflux for 4 seconds when you Kill a Rare or Unique Enemy 30% increased Damage of each Damage Type for which you have a matching Golem (You can only take one of the three Witch Ascendancy passives) (While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite) (The Damage Types are Physical, Fire, Cold, Lightning, and Chaos) Necromancer You and your Minions have 4% Physical Damage Reduction 15% increased effect of Offering spells You and Allies deal 15% increased Damage while affected by Auras you Cast 2% increased Attack and Cast Speed for each corpse consumed recently (You can only take one of the three Witch Ascendancy passives) (Recently refers to the past 4 seconds) Slayer Culling Strike 30% increased Damage against Rare and Unique Enemies 10% of Overkill Damage is Leeched as Life Your Damaging Hits always Stun Enemies that are on Full Life (You can only take one of the three Duelist Ascendancy passives) Gladiator 30% of Block Chance applied to Spells 3% additional Block Chance Attacks have 15% chance to cause Bleeding 30% increased Damage if you've killed a Bleeding Enemy Recently (You can only take one of the three Duelist Ascendancy passives) (Bleeding deals Physical Damage over time, based on the Physical Damage of the Hit. Damage is higher while moving) (Recently refers to the past 4 seconds) Champion 10% chance to Fortify on Melee hit 20% chance to Taunt on Hit You and nearby Allies have 15% increased damage while you have Fortify 4% reduced Damage taken from Taunted Enemies (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) Inquisitor 20% increased Elemental Damage Take 8% reduced Elemental Damage while on Consecrated Ground 120% increased Critical Strike Chance against Enemies affected by Elemental Status Ailments 20% chance to create Consecrated Ground on Kill, lasting 8 seconds (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) Hierophant Skills in your Helm can have up to 1 additional Totem Summoned at a time 25% increased maximum Mana Gain 10% of Maximum Mana as Extra Maximum Energy Shield 20% chance to gain a Power Charge when you place a Totem (You can only take one of the three Templar Ascendancy passives) Guardian 3% additional Block Chance Every 5 seconds, remove Curses and Elemental Status Ailments from you You and Allies have 12% increased Attack and Cast Speed while affected by Auras you Cast 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) Assassin +1% to Critical Strike Chance +40% to Critical Strike Multiplier against Enemies that are on Full Life 10% chance to gain a Power Charge on Hit against Enemies that are on Full Life Your Critical Strikes with Attacks Maim Enemies (You can only take one of the three Shadow Ascendancy passives) (Maimed enemies have 30% reduced Movement Speed) Trickster 30% increased Recovery Rate of Life, Mana and Energy Shield if you've Killed an Enemy affected by your Damage Over Time Recently 20% more chance to Evade while on full Energy Shield 20% increased Damage while not on full Energy Shield 100% increased Mana Regeneration 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 20% increased Cooldown Recovery Speed for throwing Traps 20% chance to create a Smoke Cloud when you place a Mine or throw a Trap 5% increased Damage for each Trap and Mine you have Damage Penetrates 6% Elemental Resistances if you Detonated Mines Recently (You can only take one of the three Shadow Ascendancy passives) (Enemies standing in Smoke Clouds are Blinded) (Recently refers to the past 4 seconds)