Unbound Avatar: Difference between revisions
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==Skill functions and interactions== | ==Skill functions and interactions== | ||
{{keyword infobox|UnboundFury}} | |||
Gain [[Unbound Fury]] by inflicting [[Elemental ailments]] with [[Hit]]s on enemies. Once you reach maximum Unbound Fury, consume it to become [[Unbound]] for a duration, vastly augmenting your Elemental prowess. | Gain [[Unbound Fury]] by inflicting [[Elemental ailments]] with [[Hit]]s on enemies. Once you reach maximum Unbound Fury, consume it to become [[Unbound]] for a duration, vastly augmenting your Elemental prowess. | ||
Latest revision as of 15:54, 10 October 2025
Unbound AvatarBuff, Lightning, Cold, Fire, Duration, Conditional
Level: (1-20)
Cooldown Time: 0.50 sec
Can Store 1 Use(s)Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.Gain Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment
Maximum 100 Unbound Fury
Cannot gain Unbound Fury while Unbound
40% more Elemental Damage while Unbound
80% more chance to inflict Elemental Ailments while Unbound
40% more Elemental Ailment Buildup while Unbound
Unbound duration is (8-9.9) seconds
Additional Effects From 1-20% Quality:
Unbound duration is (0.05-1) secondsSkills can be managed in the Skills Panel.

Level: (1-20)
Cooldown Time: 0.50 sec
Can Store 1 Use(s)Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.Gain Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment
Maximum 100 Unbound Fury
Cannot gain Unbound Fury while Unbound
40% more Elemental Damage while Unbound
80% more chance to inflict Elemental Ailments while Unbound
40% more Elemental Ailment Buildup while Unbound
Unbound duration is (8-9.9) seconds
Additional Effects From 1-20% Quality:
Unbound duration is (0.05-1) secondsSkills can be managed in the Skills Panel.


Acquisition
Drop disabled
Granted by the Invoker ascendancy notable ...and I Shall Rage.Metadata
Item class: Skill Gem
Metadata ID: Metadata/Items/Gem/SkillGemAscendancyUnboundAvatar
Drop disabled
Granted by the Invoker ascendancy notable ...and I Shall Rage.Metadata
Item class: Skill Gem
Metadata ID: Metadata/Items/Gem/SkillGemAscendancyUnboundAvatar
Unbound Avatar is a buff skill granted by the Invoker ascendancy notable ...and I Shall Rage. It grants the player a Buff that allows the player to generate Unbound Fury by landing Elemental ailments with Hits. At maximum Unbound Fury, the player becomes Unbound, gaining a large boost to elemental damage and ailments.
Skill functions and interactions
Unbound Fury
Tooltip
ChillingChill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill. Enemies grants 1 Unbound Fury, ShockingShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt. or IgnitingIgnite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage. Enemies grants 2 Unbound Fury and FreezingFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen. or ElectrocutingElectrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution. Enemies grants 6 Unbound Fury.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill. Enemies grants 1 Unbound Fury, ShockingShock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.
Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt. or IgnitingIgnite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage. Enemies grants 2 Unbound Fury and FreezingFreeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default.
Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen. or ElectrocutingElectrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default.
Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution. Enemies grants 6 Unbound Fury.
Gain Unbound Fury by inflicting Elemental ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Gem level progression
Level | ![]() | Base duration |
---|---|---|
1 | 0 | 8.00 sec |
2 | 3 | 8.10 sec |
3 | 6 | 8.20 sec |
4 | 10 | 8.30 sec |
5 | 14 | 8.40 sec |
6 | 18 | 8.50 sec |
7 | 22 | 8.60 sec |
8 | 26 | 8.70 sec |
9 | 31 | 8.80 sec |
10 | 36 | 8.90 sec |
11 | 41 | 9.00 sec |
12 | 46 | 9.10 sec |
13 | 52 | 9.20 sec |
14 | 58 | 9.30 sec |
15 | 64 | 9.40 sec |
16 | 66 | 9.50 sec |
17 | 72 | 9.60 sec |
18 | 78 | 9.70 sec |
19 | 84 | 9.80 sec |
20 | 90 | 9.90 sec |
Recommended support gems
The following support gems are recommendations by GGG as listed in-game, and do not necessarily reflect optimal combinations or the views of the wiki.
Gem tier |
Support gems | ||
---|---|---|---|
I | ![]() Category: Prolonged Duration Tier: 1 Cost & Reservation Multiplier: 120%Support Requirements: +5 StrSupports any skill that has a duration, making that duration longer.Supported Skills have 30% more Skill Effect DurationPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. |
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II | ![]() Category: Delayed Gratification Tier: 2Support Requirements: +5 DexSupports Skills which require some Condition to be met for use. Supported Skills can be used an additional time after their Condition has been met, but meeting that Condition is harder.Supported Conditional Skills can be used an additional time within 10 seconds of using them after meeting their requirements Conditional requirements of Supported Skills are 150% harder to meetPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. |
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III | ![]() Category: Cooldown Recovery Tier: 3 Cost & Reservation Multiplier: 130%Support Requirements: +5 DexSupports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.Supported Skills have 25% increased cooldown recovery ratePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. |
![]() Category: Prolonged Duration Tier: 3 Cost & Reservation Multiplier: 120%Support Requirements: +5 StrSupports any skill that has a duration, making that duration longer.Supported Skills have 35% more Skill Effect DurationPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | |
IV | ![]() Category: Cooldown Recovery Tier: 4 Cost & Reservation Multiplier: 130%Support Requirements: +5 DexSupports skills with Cooldowns, increasing the rate at which those Cooldowns Recover. Cannot modify the skills of minions.Supported Skills have 30% increased cooldown recovery ratePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. |
Version history
Version | Changes |
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0.2.0 |
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0.1.0 |
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