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 on your Consecrated Ground Regenerate a percentage of their Maximum Life per second. Hits against Enemies on your Consecrated Ground have increased Critical Strike Chance) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) Hierophant 25% increased maximum Mana +1 to maximum number of Summoned Totems 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 from your Skills grant +1% Physical Damage Reduction to you and Allies Every 5 seconds, Regenerate 20% of Life over one second You and nearby Party Members Share Power, Frenzy and Endurance Charges with each other While there are at least five nearby Allies, you and nearby Allies have Onslaught (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 Your Offering Skills also affect you Your Offerings have 25% reduced Effect on you Minions deal 30% increased Damage Auras from your Skills grant 2% increased Attack and Cast Speed to you and Allies If you've Consumed a corpse Recently, you and your Minions have 30% increased Area of Effect (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% +1 to maximum number of Golems (You can only take one of the three Witch Ascendancy passives) Occultist You can apply an additional Curse 10% increased Effect of your Curses Regenerate 1.5% of Energy Shield 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 +0.75% to Critical Strike Chance 10% chance to gain a Power Charge on Critical Strike 40% chance to Poison on Hit 10% chance to gain Elusive on Kill 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) 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 15% chance to gain 50% of Non-Chaos Damage with Hits as Extra Chaos Damage Cannot be Stunned if you haven't been Hit Recently Regenerate 15 Mana 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 8% of Enemy Elemental Resistances Regenerate 1% of Life per second for each Mine Detonated Recently, up to 10% per second Regenerate 1% of Life per Second for each Trap Triggered Recently, up to 10% per second 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 Attack Hits 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 50% increased Global Accuracy Rating Projectiles Pierce 2 additional Targets Moving while Bleeding doesn't cause you to take extra Damage Projectiles gain Damage as they travel farther, 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 Taunted by you take 10% increased Damage 25% chance to Taunt on Hit Your Hits permanently Intimidate Enemies that are on Full Life 20% chance to Impale Enemies on Hit with Attacks 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) (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) Gladiator 15% Chance to Block Attack Damage 15% Chance to Block Spell Damage +3% to maximum Chance to Block Attack Damage 10% chance to Blind Enemies on Hit with Attacks 25% 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 50% reduced Maximum Recovery per Life Leech Culling Strike Life Leech effects are not removed at Full Life 30% 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 15% more Damage Gain 1 Rage on Hit with Attacks, no more than once every 0.3 seconds 2% of Attack Damage Leeched as Life and Mana if you've Killed Recently 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) (Inherent effects from having Rage are: 1% increased Attack Damage per 1 Rage 1% increased Attack Speed per 2 Rage 1% increased Movement Speed per 5 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 40% increased Fire Damage Regenerate 2% of Life per second 1% of Damage dealt by your Totems is Leeched to you as Life 20% chance to Cover Rare or Unique Enemies in Ash for 10 Seconds on Hit 10% increased Strength (You can only take one of the three Marauder Ascendancy passives) (Recently refers to the past 4 seconds)