Charge



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.

There are three types of charge every character can have, each corresponding to a different core attribute:
 * s are associated with strength.
 * s are associated with dexterity.
 * s are associated with intelligence.

Other charges in the game are:
 * Spirit Charges from items like Lightpoacher and Hale Negator
 * Divinity Charges from
 * Void Charges from
 * Siphoning Charges from
 * Challenger Charges from the Arena Challenger keystone on the Gladiator ascendency.
 * Blitz Charges from Blitz keystone on the Berserker ascendency.
 * Inspiration Charges from

Three alternative charges from belts dropped from Maven Each type of charge grants different bonuses. Charge bonuses increase proportional to the number of accumulated charges of that type.
 * Absorption charge (replaces power charge)
 * Brutal charge (replaces endurance charge)
 * Affliction charge (replaces frenzy charge)

Mechanics
Charges are accumulated by the use of certain skills and equipment, and have a duration of ten seconds by default. 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: 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, 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 with  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

 * Power Charges now grant 40% increased Critical Strike Chance per Charge (down from 50%).


 * Charge Duration and Overcharged passive skills behind Conduit.


 * Frenzy Charges now grant 4% Increased Attack Speed and Cast Speed. They also grant 4% more Damage.


 * New art has been added for Endurance, Power and Frenzy charges.


 * Endurance Charges now only provide 4% elemental and physical damage reduction per charge.


 * Updated and shrunk the visual size of Frenzy, Endurance and Power charges.


 * Monsters now gain 15% physical and elemental resistance per Endurance Charge, rather than 20%.


 * Fixed a bug where an incorrect number of charges could be displayed around a character.


 * Fixed two client crashes related to charges and skill cooldowns.


 * Added two increased duration passives for each Charge type.


 * 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.


 * Reduced the bonuses granted by Frenzy and Endurance charges.


 * 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%.


 * 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.


 * Reduced the amount of Critical Strike Chance per Power Charge from 3% to 2%.


 * Reduced critical strike chance per Power Charge to 3%.
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