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Charge

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A Shadow surrounded by multiple charges. 3 Frenzy charges (green orbs) and 2 Power charges (blue orbs).

Charges are counters that are represented as glowing orbs around the creature. Charges can also be identified by having a specific silver border around the icon.[1]

There are three types of charge every character can have, each corresponding to a different core attribute:

Other charges in the game are:

  • Spirit Charges from items like Lightpoacher and Hale Negator
  • Divinity Charges from Garb of the EphemeralGarb of the Ephemeral
    Savant's Robe
    Quality: +20%
    Energy Shield: (327-381)
    Movement Speed: -3%
    Requires Level 56, 600 Str, 752 Int<One to three random Synthesis implicit modifiers>(180-230)% increased Energy Shield
    +600 Strength and Intelligence Requirement
    Gain a Divine Charge on Hit
    +10 to maximum Divine Charges
    You gain Divinity for 10 seconds on reaching maximum Divine Charges
    Lose all Divine Charges when you gain Divinity
    Nearby Allies' Action Speed cannot be modified to below base value
    Nearby Enemies cannot deal Critical Strikes
    Exceptional men and women of strong will can flicker a spark,
    but something much greater is needed to unleash the wildfire of true divine flames.
  • Void Charges from VoidfletcherVoidfletcher
    Penetrating Arrow Quiver
    Requires Level 64Arrows Pierce an additional TargetConsumes a Void Charge to Trigger Level 20 Void Shot when you fire Arrows
    Adds (30-40) to (80-100) Cold Damage to Attacks
    +(80-120) to maximum Energy Shield
    +(20-30)% to Cold Resistance
    +(20-40) Mana gained on Kill
    30% increased Projectile Speed
    5 Maximum Void Charges
    Gain a Void Charge every 0.5 seconds
    Even emptiness may be harnessed.
  • Siphoning Charges from DisintegratorDisintegrator
    Maelström Staff
    Warstaff
    Quality: +20%
    Physical Damage: (373.2-409.2)(529.2-577.2)
    Critical Strike Chance: 6.50%
    Attacks per Second: 1.25
    Weapon Range: 13
    Requires Level 64, 113 Str, 113 Int+20% Chance to Block Attack Damage while wielding a StaffAdds (250-280) to (315-355) Physical Damage
    Adds (376-400) to (568-600) Physical Damage to Spells
    +1 to Maximum Siphoning Charges per Elder or Shaper Item Equipped
    25% chance to gain a Siphoning Charge when you use a Skill
    Adds (12-14) to (15-16) Physical Damage to Attacks and Spells per Siphoning Charge
    Gain 4% of Non-Chaos Damage as extra Chaos Damage per Siphoning Charge
    1% additional Physical Damage Reduction from Hits per Siphoning Charge
    0.2% of Damage Leeched as Life per Siphoning Charge
    Take 150 Physical Damage per Second per Siphoning Charge if you've used a Skill Recently
    Blurred is the boundary
    between creator and destroyer.
  • Challenger Charges from the Arena Challenger keystone on the Gladiator ascendency.
  • Blitz Charges from Blitz keystone on the Berserker ascendency.
  • Inspiration Charges from Inspiration SupportInspiration SupportSupport
    Icon: r
    Mana Multiplier: 115%
    Requires Level 31Supports any skill. Minions, Totems, Traps and Mines cannot gain Inspiration Charges.Per 1% Quality:
    Supported Skills have 1% increased Inspiration Charge Duration
    Supported Skills have (25-34)% reduced Mana Cost
    Gain an Inspiration Charge when you Spend Mana for Supported Skills
    Lose all Inspiration Charges after Spending a total of (122-800) Mana with Supported Skills
    Supported Skills deal (5-8)% more Elemental Damage per Inspiration Charge
    Supported Skills have (7-10)% increased Critical Strike Chance per Inspiration Charge
    This is a Support Gem. It does not grant a bonus to your character, but to skills in sockets connected to it. Place into an item socket connected to a socket containing the Active Skill Gem you wish to augment. Right click to remove from a socket.

Each type of charge grants different bonuses. Charge bonuses increase proportional to the number of accumulated charges of that type.

Mechanics

Charges are accumulated by the use of certain skills and equipment, and have a duration of ten seconds by default.[2] This duration can be increased or decreased with specific passive skills and unique items. Gaining a charge resets the duration of all accumulated charges of the same type.

Maximum charges

By default, characters can accumulate a maximum of three charges of each type. This limit can be raised or lowered with certain passive skills and equipment. If the character would gain a charge while already at the limit for that type of charge, no additional charge will be gained; however, the duration of all charges of that type will still be reset.

Maximum number of charges can also be lowered by the following sources:

  • FragilityFragility
    Crimson Jewel
    -1 to Maximum Endurance Charges
    Corrupted
    "Your flesh will fail you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • PacifismPacifism
    Viridian Jewel
    -1 to Maximum Frenzy Charges
    Corrupted
    "Your fear will overcome you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • PowerlessnessPowerlessness
    Cobalt Jewel
    -1 to Maximum Power Charges
    Corrupted
    "Your desires will mislead you."Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
  • Ahn's HeritageAhn's Heritage
    Colossal Tower Shield
    Quality: +20%
    Chance to Block: 29%
    Armour: (1074-1390)
    Movement Speed: -3%
    Requires Level 67, 159 Str+(10-20) to maximum Life(50-100)% increased Armour
    +(60-80) to maximum Life
    -1 to Maximum Endurance Charges
    -10% to maximum Chance to Block Attack Damage
    +6% Chance to Block
    +3% to all maximum Resistances while you have no Endurance Charges
    You have Onslaught while at maximum Endurance Charges
    "It's not Karui, Azmeri or even Vaal in origin,
    but one thing is certain. It is very, very old."
    - Icius Perandus, Antiquities Collection, Item 46
  • Ahn's MightAhn's Might
    Midnight Blade
    One Handed Sword
    Quality: +20%
    Physical Damage: (138-180)(298.8-364.8)
    Critical Strike Chance: (5.75%-6.25%)
    Attacks per Second: 1.30
    Weapon Range: 11
    Requires Level 68, 213 Str, 113 Dex40% increased Global Accuracy RatingAdds (80-115) to (150-205) Physical Damage
    (15-25)% increased Critical Strike Chance
    -1 to Maximum Frenzy Charges
    10% increased Area of Effect
    +100 Strength Requirement
    +50% Global Critical Strike Multiplier while you have no Frenzy Charges
    +(400-500) to Accuracy Rating while at Maximum Frenzy Charges
    "Impossibly heavy, yet the ancient edge is keen as any modern blade.
    A reminder that, in the end, when we lie in the bellies of worms,
    it is what we make that makes us."
    - Icius Perandus, Antiquities Collection, Item 47
  • Ahn's ContemptAhn's Contempt
    Praetor Crown
    Quality: +20%
    Armour: (289-418)
    Energy Shield: (86-124)
    Requires Level 68, 62 Str, 91 Int+(15-20) to all Attributes
    (60-140)% increased Armour and Energy Shield
    +(60-70) to maximum Life
    -1 to Maximum Power Charges
    Gain (8-12)% of Physical Damage as Extra Chaos Damage while at maximum Power Charges
    You take 50% reduced Extra Damage from Critical Strikes while you have no Power Charges
    "To touch it is to be overwhelmed with the need to carve your name into history.
    A face no one remembers, yet once you have seen it, you will never forget."
    - Icius Perandus, Antiquities Collection, Item 48

With 0 maximum charges, modifiers with "at maximum charge" will be permanently active, since 0/0 charge is technically considered to be at maximum charges. However, 0/0 charge would not trigger "reaching maximum charge" effect.

Minimum charges

Certain mods grant +X to Minimum Endurance/Frenzy/Power Charges, causing your character to always have that amount of charges.

Skills and effects that consume charges to activate an effect cannot use these minimum charges. For example, using Flicker StrikeFlicker StrikeAttack, Melee, Strike, Movement, Duration
Mana Cost: 10
Can Store 1 Use(s)
Cooldown Time: 2.00 sec
Cast Time: 1.00 sec
Attack Speed: 120% of Base
Effectiveness of Added Damage: (142%-168%)
Requires Level 10Teleports the character to a nearby monster and attacks with a melee weapon. If no specific monster is targeted, one is picked at random. Grants a buff that increases movement speed for a duration. The cooldown can be bypassed by expending a Frenzy Charge.Per 1% Quality:
0.25% chance to gain a Frenzy Charge on Hit
Deals (142.2-168)% of Base Damage
10% increased Attack Speed per Frenzy Charge
15% chance to gain a Frenzy Charge on Hit
Buff grants 20% increased Movement Speed
Base duration is 3 seconds
Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
Flicker Strike skill icon.png
with +1 to Minimum Frenzy Charges at 1 Frenzy charge will never use that charge to remove its cooldown.

Maximum charges will take priority over minimum charges (Ex. With -2 to maximum charges and +2 to minimum charges, you will have 1 charge).

Totems

Totems are able to gain Endurance charges but not Frenzy and Power charges. Since these charges would not have any effect on totems, the maximum Frenzy and Power charges on totems is zero. However, Frenzy and Power charges on the owner of the totems can affect the skills used by totems since their values are based on the user's stats.

Effects on Characters

Endurance charges:

Frenzy charges:

Power charges:

Effects on Monsters and Minions

The effects of charges on monsters and minions differ from their effects on players.

Endurance charges:

Frenzy charges:

Power charges:

Version history

Version Changes
3.0.0
  • Power Charges now grant 40% increased Critical Strike Chance per Charge (down from 50%).
2.2.0
2.0.0
  • Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.
1.0.1
  • New art has been added for Endurance, Power and Frenzy charges.
0.11.0
  • Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
0.10.1
  • Updated and shrunk the visual size of Frenzy, Endurance and Power charges.
0.10.0
  • Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.
0.9.12qq
  • Fixed a bug where an incorrect number of charges could be displayed around a character.
0.9.12m
  • Fixed two client crashes related to charges and skill cooldowns.
0.9.7d
  • Added two increased duration passives for each Charge type.
0.9.7
  • Base maximum charges for each class are now 3 of each type rather than 2 of each type.
  • The maximum number of additional charges you can get from the passive tree is now +3.
  • All passives that gave bonus effects to charges were removed for now. This allows us to balance the charges to be more useful without making them mandatory.
0.9.5
  • Reduced the bonuses granted by Frenzy and Endurance charges.
0.9.3d
  • Increased the physical damage reduction and resistances per Endurance Charge from 6 to 7.
  • Increased the bonus Critical Strike chance per Power Charge to +50%. For example, if your base Critical Strike chance is 7.5% and you have two Power Charges, the modified Critical Strike chance is 15%.
0.9.3
  • Set the maximum number of each type of charge to two for all classes. Additional ones can be picked up in the passive tree.
  • Charges have been rebalanced. They have large effects now because the default limit is two of each type and it takes a substantial investment in the passive tree to get a large maximum.
0.9.2
  • Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.
0.8.8
  • Reduced critical strike chance per Power Charge to 3%.

References

  1. Mark_GGG (October 5, 2015). "Why flasks aren't considered as buffs ?". Path of Exile forums. Retrieved November 17, 2015.
  2. Mark_GGG (October 8, 2013). "buff Charge Duration ! 30%". Path of Exile Forum. Retrieved October 21, 2013.