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.