Mechanic

Empowered Attacks

An Empowered skill is a skill use that qualifies for one or more empowerment effects. Empowered has no automatic damage bonus: the source of the empowerment and your other modifiers define what that use gains.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Empowered Attacks does

Current rules

First identify what is doing the empowering. Then read four parts of that source: which skills are eligible, what the empowered use gains, how many uses or how much time it covers, and what consumes or ends it. A Warcry may empower a number of later attacks, Barrage empowers the next eligible attack for repeats, Mana Tempest empowers qualifying spells while they remain affected, and a Power Charge can create an Empowered Raise Zombie with its own minion bonuses.

No inherent bonus
Empowered is a state that lets the skill receive effects written for Empowered Skills or Empowered Attacks. The state alone does not add damage, area, repeats, projectiles, or any other bonus.
The source defines eligibility
Each source states what it can empower. Infernal Cry requires subsequent Melee Attacks, Barrage requires the next Repeatable Bow or Projectile Spear Attack, Unleash requires a Repeatable Spell without a Cooldown, and some skills explicitly cannot be empowered by Warcries.
The source defines the benefit
The granting skill supplies the actual benefit. Infernal Cry grants extra Fire damage, Barrage grants Repeats, Temper Weapon triggers Combust, and Empowered Raise Zombies gain their listed damage, movement, and damage-taken modifiers.
Counts and durations are separate
Some effects empower a stated number of future skill uses, while others use a buff duration or apply continuously under a condition. Do not apply the Warcry count or expiry rule to Barrage, Mana Tempest, Primal Bounty, Raise Zombie, or another source with different wording.
Warcry empowerment expiry
An unused count-based attack empowerment from a Warcry expires after 15 seconds. That fixed expiry is not modified by Duration or Skill Speed. A Warcry may also grant separate duration-based effects with their own timers.
Multiple effects can apply
More than one empowerment effect can apply to the same skill use when that use satisfies every source's restrictions. Each source contributes its own benefit rather than replacing the other empowerment effects.
Ancestral Boost counts as Empowered
An Ancestrally Boosted skill counts as Empowered for modifiers that require an Empowered skill or attack. The separate Ancestral Boost benefit still depends on the skill type, such as the specific Slam or Strike rules.
Scaling follows the affected use
Empowered Attack Damage and similar stats apply to the qualifying attack. They do not automatically scale the Warcry, setup skill, or unrelated triggered component that created the empowerment.

Ways to empower skills and attacks

10 cases
02
Barrage and Ice-Tipped Arrows

Barrage empowers the next eligible Repeatable Bow or Projectile Spear Attack to Repeat. Ice-Tipped Arrows empowers a limited number of eligible attacks with Cold conversion and Ice Fragment behaviour. Their own buff durations and restrictions control the effect.

Related: Barrage, Ice-Tipped Arrows, Frenzy Charge, Repeatable
03
Temper Weapon

Each anvil strike empowers the next three Melee Attacks, up to the skill's maximum count, and those Empowered Attacks trigger Combust on Hit.

Related: Temper Weapon, Fire, Hit, Against the Anvil
04
Ancestral Boosting

Ancestrally Boosted attacks count as Empowered, so Empowered Attack modifiers can apply. The Ancestral benefit itself remains type-specific: Slams and Strikes do not receive an identical built-in result.

Related: Slam, Strike, Ancestral Cry, Ancestral Empowerment
05
Empowered spells

Unleash empowers one eligible Spell to Repeat, Mana Tempest empowers qualifying Mana-costing Spells while its effect applies, and Triskelion Cascade empowers the next Cascadable Spell. Each source has its own restrictions and cooldown interaction.

Related: Unleash, Mana Tempest, Triskelion Cascade, Spell, Repeatable
06
Empowered minions

Raise Zombie consumes a Power Charge instead of a Corpse to create an Empowered Zombie and two additional normal Zombies. The Empowered Zombie receives the exact bonuses listed on Raise Zombie.

Related: Raise Zombie, Power Charge, Minion
07
Primal Bounty

Primal Bounty empowers the next Projectile Skill used after the triggering Dodge Roll, adding Projectiles and Projectile Speed. Spirit Walker passives can increase the empowerment effect through additional Owl Feathers.

Related: Primal Bounty, Projectile, Spirit Walker
08
Preserving or extending counts

Tireless can prevent an attack from lowering a supported Warcry's empowerment count. Olroth's Conviction makes a supported source apply to more skill uses. These modify the granting source rather than adding a generic Empowered bonus.

Related: Tireless, Olroth's Conviction
09

Limits and exceptions

7 rules
  • Empowered does not mean more damage unless the granting effect or another modifier says it adds damage.
  • A source can empower only the skill types allowed by its wording. An ineligible skill does not spend or inherit that source's benefit.
  • The 15-second fixed expiry applies to count-based Warcry attack empowerment, not every Empowered Skill in the game.
  • Empowered Attack Damage scales the attack, not the damage of the Warcry that empowered it.
  • Ancestrally Boosted attacks count as Empowered, but Strikes and Slams still use different Ancestral Boost rules.
  • A skill that says it cannot be empowered by Warcries can still require separate checking for non-Warcry empowerment sources.
  • When multiple empowerment effects apply, every source must independently accept that skill use.