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:
- Endurance Charges are associated with strength.
- Frenzy Charges are associated with dexterity.
- Power Charges are associated with intelligence.
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 RobeQuality: +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 StrikesExceptional 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 QuiverRequires Level 64Arrows Pierce an additional TargetConsumes a Void Charge to Trigger Level 20 Void Shot when you fire Arrows with a Non-Triggered Skill
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 secondsEven emptiness may be harnessed.
- Siphoning Charges from DisintegratorDisintegrator
Physical Damage: (349.2-373.2)–(500.4-536.4)
Critical Strike Chance: 6.80%
Attacks per Second: 1.25
Weapon Range: 13Requires Level 64, 113 Str, 113 Int+25% Chance to Block Attack Damage while wielding a StaffAdds (220-240) to (270-300) Physical Damage
+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 RecentlyBlurred 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
Mana Multiplier: 115%Requires Level 31Supports any skill. Minions, Totems, Traps and Mines cannot gain Inspiration Charges.Per 1% Quality:1Superior2Anomalous3DivergentSupported Skills have 1% increased Inspiration Charge DurationSupported Skills have 1% increased Critical Strike ChanceSupported Skills have 0.5% reduced Mana CostSupported 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 (5-7)% more Elemental Damage per Inspiration Charge
Supported Skills have (6-8)% increased Critical Strike Chance per Inspiration ChargeThis 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.
Three alternative charges from belts dropped from Maven
- Absorption charge (replaces power charge)
- Brutal charge (replaces endurance charge)
- Affliction charge (replaces frenzy charge)
Each type of charge grants different bonuses. Charge bonuses increase proportional to the number of accumulated charges of that type.
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.
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:
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.
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.
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 ShieldQuality: +20%
Chance to Block: 29%
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
+2% 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 BladeOne Handed Sword
Physical Damage: (138-180)–(298.8-364.8)
Critical Strike Chance: (5.75%-6.25%)
Attacks per Second: 1.30
Weapon Range: 11Requires 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 CrownQuality: +20%
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.
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:1230.25% chance to gain a Frenzy Charge on Hit3% increased Cooldown Recovery Rate1% increased teleport rangeDeals (142.2-168)% of Base Attack 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 secondsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. 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 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
- +4% to all Elemental Resistances per Endurance Charge
- 4% additional Physical Damage Reduction per Endurance Charge
- 4% increased Attack Speed per Frenzy Charge
- 4% increased Cast Speed per Frenzy Charge
- 4% more Damage per Frenzy Charge
Effects on Monsters and Minions
- +15% to all Elemental Resistances per Endurance Charge
- 15% additional Physical Damage Reduction per Endurance Charge
- 15% increased Attack Speed per Frenzy Charge
- 15% increased Cast Speed per Frenzy Charge
- 4% more Damage per Frenzy Charge
- 5% increased Movement Speed per Frenzy Charge