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Ascendancy notables

All 114 notables of the Ascendancy classes, by path and class. Each has a page of its own.

Dreng

Jotun Heir

Name Effect
Splitting the Earth Slams leave a fissure towards your aim; the next slam that hits it spreads along the fissure
Rumble of the Deep +50% aftershock repeat chance
×0.5 aftershock damage for repeats
Pinned to the Wall Knockback that drives an enemy into an obstacle becomes stagger build-up
Rhythm of the Colossus Every second slam counts as charged
Mountain Stance ×1.3 armour while slamming
+30% stagger resistance while slamming
+50% knockback taken while slamming
Shoulders of the Colossus +50% maximum carry capacity
The Earth Remembers Slams move part of the remaining ailments of enemies hit onto the ground
Colossus Leap Club alternative attacks become a forward leap that slams the ground on landing
Second Tremor +100% aftershock chance with charged slams
Fortress of the Blow +3 fortification with slams on stagger
+3 fortification with aftershocks on stagger
Stone Skin ×1.5 armour from equipped body armour
Blood of the Ancients 50% increased effect of allocated small passives
With All Your Weight Fall height increases the area and knockback of a landing slam; maximum carry weight increases its stagger build-up

Berserker

Name Effect
Tear the Iron Your manual attacks build armour break with all of their damage, not only blunt; each point of rage gives 2% increased armour break build-up to them
Twin Fangs Hold a one-handed axe in each hand. A hit with one makes the other's next blow on that enemy within 2.5 s deal 40% more damage and 50% more armour break
Head Unbowed Your endurance threshold is at least the health at the low-life boundary
+25% endurance
Blood for Fear Adrenaline is your missing health, full at low life; nothing else changes it. A full bar keeps your trinkets active, triggering at most once every 8 s
First Taste of Battle Your manual attack hits on enemies grant 2 rage, at most once per attack and within the shared rage gain limit
+5 rage gained on kill
+4 rage gained on stagger
Into the Open Wound Your next manual attack on an enemy whose armour you fully broke spends your armour break on it and deals 60% more damage
Tempered on the Foe Fully breaking an enemy's armour gives your endurance 50% more effect for 6 s; a new full break renews it
Past the Last Line Adrenaline from Blood for Fear can rise past 100% as your health falls below low life
1% increased trinket effect per 1% of adrenaline past full
Red Covenant While endurance holds, each point of rage gives 2% more life leeched from your damage
Break the Limit At full rage your next manual attack starts a frenzy: rage drains away over 8 s, its effect is 50% greater, and nothing refills it until it runs out
Unfinished Fight A successful block or a perfect dodge restarts the delay before rage starts draining. It grants no rage and does not stop a frenzy

Mead Jarl

Name Effect
Mead Courage +5 fortification on drinking a mead
The fortification a mead you drink gives holds 8 s longer
Aged in the Cask Meads have 25% more effect however they are used: drunk, kept in the barrel, thrown at enemies (poison damage) or given to allies. Applied once
Feast before Battle While a drunk mead is active, 35% of your stamina costs go into a debt (at most 40), repaid at 6 per second once you stop spending
Bottle in Hand A mead from the hotbar goes into your hand: attack throws it for 10 stamina, secondary attack drinks it. A bottle hit deals 30 (Meadows mead) to 150 (Ashlands) damage of the mead's element; it is a projectile
+500 mead capacity
Cellar on the Back A barrel on your back holds one mead (shift + right-click): its effect stays on you, 25% stronger, instant healing spread over 60 s
Passing Cup When you drink a mead, allies within 10 m get its lasting effect for 50% of its duration. Their copy does not spread further
Battle Brew Thrown meads shatter into a 2.6 m poison splash: 18 poison damage × the mead's strength, 100% poison chance. Healing never becomes damage
To Your Health A thrown mead that hits an ally gives it the mead's effect with your bonuses and never hurts it. The bottle is spent even on a miss
Blend Throwing a mead of a different family than the last adds a blend stack (up to 3): 15% more effect and damage per stack. Same family resets it
The Last Drop A thrown mead that hits an enemy prolongs one running effect of a mead you drank by 3 s, at most 30 s per effect; one prolonging per throw
Endless Feast Your barrel's mead also works on allies within 8 m of you while they stay there. The mead is not spent, the effect is not repeated per ally

Wanderer

Dusk Marksman

Name Effect
Beyond the Shot 25% increased bow shooting effective range
Bow hits deal up to 50% more damage the farther the target, growing from 50% of the bow's effective range to its edge; past the edge the bonus stops growing
Close Hunt ×3 bow draw and reload speed
×0.3 bow shooting effective range
While attack is held, a bow looses its arrow at full draw and starts drawing the next one
Aerial Aim Drawing a bow in the air holds you up for stamina, up to 5 s per time in the air; releasing, dodging or running out of stamina ends it
30% increased bow draw and reload speed while airborne
Spectral Archer A bow shot summons a spectral archer above you for 8 s that shoots enemies within 25 m with your bow for 25% of the shot's damage
Return Volley Your projectiles fly back to you, piercing enemies on the way for 35% of their damage, and repeat their impact on reaching you. Ammo is not returned
×0.5 projectile damage
Arrow Rain Middle mouse with a bow: draw 1.5 s to mark a circle, and 1.8 s later 20× the shot's arrows rain into it, each piercing for 30% damage
One Arrow Bows loose a single arrow; every additional arrow the shot would have had gives it 30% more damage instead
Overdraw Holding a fully drawn bow overdraws it: its damage rises to 100% increased over 2 s while the stamina drain is doubled; releasing or cancelling resets it
Arrow on the Run Drawing and loosing a bow slows you less, and for 1.2 s after a bow shot you can sprint without losing the next draw
Off the Shoulders The spectral archer steps down as a ghostly minion of its own: it wears copies of your weapon, shield and armour and fights at range or in melee by the weapon

Seidman

Storm Lord

Name Effect
Thunder of Victory Killing a shocked enemy grants 5 adrenaline (grows with adrenaline gain), once per kill - your storm's kills too
Split the Sky 50% increased critical strike chance against wet targets
A critical hit on a wet enemy has 50% increased shock build-up with that same hit
Ride the Storm Hold jump to levitate on your own rain cloud; its rain (4 m, grows with area) soaks everything below. Sprint flies low and fast; riding costs stamina
Mantle of Rain While you are wet, hits from wet enemies within your presence deal you 20% reduced damage. One reduction however many there are
Will of Thunder Every 1.5 s, a 35% chance that lightning strikes a random wet enemy within your presence for 50% of your weapon damage
Conductive Flesh 40% increased shock build-up against wet targets
The first shock your hit puts on a wet enemy grants one extra Will of Thunder check, at most once every 1 s. Lightning of the storm itself never grants one
Echo of the Storm Activating your trinkets gives Will of Thunder 30% more chance for 6 s (longer with buff duration). A new activation refreshes it; it never stacks
Open Sky While riding your storm cloud, your area of effect grows with height, up to 100% more at 5 m. Only effects that already have an area

Element Weaver

Name Effect
Quiet Storm Manual cold spell hits on a shocked enemy extend its existing chill by 1 s, at most 6 s ahead; they never start a chill on their own
Three Voices Manual spell hits grant a resonance charge of their element: fire, cold or lightning, one of each. A mixed hit counts only its strongest element
Memory of Flame When your fire spell ignites a chilled enemy, up to 50% of the remaining chill (at most 3 s) becomes an instant burst of burning, and the chill melts
Elemental Mantle Each resonance charge gives 10% resistance to its element; full attunement gives 30% resistance to its element. The larger of the two counts, never both
Thunder over Embers 50% increased shock build-up against burning targets
Single Voice Casting one element in a row builds attunement: up to 4 stacks of 10% increased build-up of its ailment. Another element resets it
Pattern Shift Consuming full resonance gives your next manual cast of a different element 40% increased cast speed. One charge; triggered spells neither use nor copy it
Concord of Elements With all three resonance charges, your next manual cast consumes them and gains 30% of its damage as extra fire, cold and lightning damage, split evenly

Armsman

Arena Spearman

Name Effect
Measure of the Spear A spear thrust landed at the far end of its reach empowers the next echo thrust of its series
Footwork in the Sand Right after a spear thrust, dodging makes a short retreating step that keeps the echo series going; it costs stamina and grants no invulnerability
Champion's Answer +1 echo thrusts on your next spear thrust that hits after a parry
A Rank of One Additional strikes of a primary melee attack become echo strikes: spectral copies of the weapon strike the enemy it hit, one after another with spears
+2 spear extra strikes
Ring of Points +30% spear stagger resistance with strikes
Answering Step After a block, your next melee attack steps towards the attacker; after a parry, towards the enemy you aim at
Pinned on the Point Echo thrusts push their target towards the point of the original thrust
Next Opponent When the target of an echo series dies, the rest of the series moves to one enemy next to it
Press the Line 40% increased stagger build-up with spears with strikes
When the target of an echo series is newly staggered, the rest of the series comes faster

Phantom

Name Effect
Return of the Shade After a dodge roll, your next melee hit within 4 s causes a guaranteed phantom strike. One charge, it does not stack
Dense Reflection Your phantom strikes deal 36% of the original hit instead of 24%. Your other damage multipliers are not applied again
Endless Apparition Phantom strikes can trigger phantom strikes
×0.75 trigger chance per successive proc with phantom strikes
×0.5 phantom strike chance
Manifested Form Phantom strikes use phantom strike modifiers and can inflict ailments from their own damage. Nothing from the hit that called them applies twice
Step Beyond Your phantom strikes appear at another enemy near the one struck when there is one, and reach 50% further for it. One phantom still strikes one enemy
Partial Presence Making a phantom strike grants 40% increased evasion rating for 2.5 s. Further phantoms refresh the time, not the amount
Muspelheim Reflection Your phantom strikes deal all their damage as fire and can ignite with it. Cannot be taken with Niflheim Reflection
Niflheim Reflection Your phantom strikes deal all their damage as cold and build up chill from it. Cannot be taken with Muspelheim Reflection
Marked by the Double A phantom strike marks its enemy for 8 s. Your next manual hit on it spends the mark: 60% increased build-up of that element's ailment

Siege Master

Name Effect
Siege Order Your manual crossbow hits mark the enemy for your ballistas for 12 s: they take it first while it is in their range and line of fire; one mark at a time
Thrifty Armourer +25% chance for ballista bolts to be saved
Siege Train +2 ballista limit
Ballista on the Head Your ballista limit is always 1 and that one ballista rides on your head: it shoots the enemies around you with a crossbow from your hotbar and your active bolts. No ballista can be set up on the ground for ballistas
Ratchet Strike Repairing your own ballista gives it 50% increased fire rate and 50% increased ailment chance and build-up for 3 s; a repeat repair renews it
Siege Thunder When your mark moves to a new enemy, ready ballistas fire at it in turn, 0.2 s apart; each one's first hit deals 50% more damage. Once per 6 s
Siege Crossbows 25% increased crossbow modifier effect
Wound to the Limit Repairing your own ballista charges its next shot with the charged attack's own bonus and all your charged-attack bonuses. One charge per ballista, spent on release even on a miss; at most once per 3 s
Runes on the Frame Repairing your own ballista lends it your active infusion for 3 s: each shot adds 35% of the stored elemental damage

Trickster

Serpent Keeper

Name Effect
Know the Antidote +3 health regeneration on poison recently (4 s)
Quiet Fever Your poison grows stronger on enemies you have not hit manually for a while
Venom Reserve Part of the poison past your poison limit is kept as poison chance for your next hit on the same target
Shed the Skin Dodge rolls shed part of the poison on you and leave a short poison trail
Serpent Brood When a poisoned enemy dies, part of your remaining poison on it passes to one enemy nearby
Two Fangs Hitting the same enemy with a different weapon than the last one builds up poison faster
Squeeze the Venom Manual critical hits on poisoned enemies make one of your poisons deal its remaining damage faster
Gather the Bitterness Killing a poisoned enemy manually stores part of your poison on it as poison chance for your next poisoning hit

Warden

Steelskaldr

Name Effect
Steel's Strength +30% item durability
Living Steel Melee weapons in the four rightmost hotbar slots come alive and fight for you. They cannot be killed: each blow they land wears the item by 40% of its damage, hits they take wear its durability point for point, and the hits they block for you wear it 0.5 per point of damage
Eternal Forge Your equipped items and living weapons restore 1% of their maximum durability per second, even in combat; a broken living weapon returns at 30%
Maker's Mark Each worn armour piece's own base armour, evasion and rune shield are 6% increased per 100 of its maximum durability, at most 60%
Edge of Ages 6% of a weapon's maximum durability is added to its base damage, split over its own damage types. Weapons in your hands and living weapons
Shared Temper Your living weapons inherit 50% of your fitting increased damage and attack speed. Your own damage is ×0.25
Hammer's Order Your manual hit names the target of your living weapons; their attacks on it come one after another, 0.3 s apart, for 8 s
Weapon Bulwark While you block, your living weapons stop attacking and circle you; they take 40% of each hit that reaches you on their durability, as much as they can hold
Call of the Anvil Recalling a living weapon with its hotbar key makes it dash back to you, striking every enemy on the way. 8 s cooldown
One with the Steel Your living weapons' blows count as your own hits, so all your passives and on-hit effects apply. Living weapons: ×0.5 attack speed, ×0.5 damage

Fatebinder

Name Effect
Spectral Response A linked ally's attack launches a spectral attack with the bearer's weapon against the same target.
Thread of Memory Staff links remain for five seconds after the last contact. Link retention bonuses extend this time.
The Last Thread Linked allies cannot die from damage. You take 200% of the damage they take, even at 1 health.
Power of Charms 50% increased trinket effect
Shared Fate +2 linked ally limit
Shared Circle Nearby allies automatically become linked, independently of the manual link limit.
×0.4 link effect
×0.4 adrenaline gain for linked allies
Shared Pulse +50% adrenaline gain
Bearer of Charms +1 trinket slot

Data from Path of Valheiman 6.0.6, extracted 2026-11-09.