Mechanic

Mark

Marks are single-enemy debuffs with a trigger condition. When that condition occurs, the Mark activates, produces its stated result, and is usually consumed. An enemy can have only one Mark at a time by default.
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 Mark does

Current rules

Use a Mark whose activation condition matches the build's reliable payoff. Sniper's Mark rewards a Critical Hit, Freezing Mark rewards a Freeze, Voltaic Mark rewards Electrocution, and Bloodhound's Mark converts Blood Loss into Heavy Stun pressure. The global rule allows several different enemies to be Marked, but only one Mark can affect each enemy by default. Individual Mark skills can also impose their own limit on how many targets you may have Marked.

One Mark per enemy by default
You can have several Marked enemies, but each individual enemy can have only one Mark at a time by default. Applying another Mark to that enemy replaces the existing Mark rather than adding a second one.
Activation uses a stated condition
Every Mark defines the event that activates it. Examples include receiving the next Critical Hit, becoming Frozen, becoming Electrocuted, being Heavy Stunned, or dying after meeting a stated condition.
Activation usually consumes the Mark
When a Mark activates, it produces its stated effect and is normally consumed. Consuming a Debuff makes that target immune to that same Debuff for one second.
Only one consumption benefit occurs
If one event could consume several effects, only one consumption benefit can occur. Consumption effects from Skills take priority over consumption effects from other sources.
Global and skill limits are different
The one-Mark-per-enemy rule controls how many Marks one enemy can carry. A line such as Limit 1 Marked target on a Skill controls how many targets that Skill can keep Marked for you. These are separate restrictions.
Duration belongs to the Mark skill
Many current Mark skills state an eight-second Mark duration, but duration is not one universal value for every possible Mark source. Read the Skill for its duration, limit, cooldown, and any condition that prevents ordinary expiration.
Mark Effect scales stated values
Increased Effect of Mark Skills scales eligible numeric effects produced by your Mark Skills. It does not automatically change the activation condition, target limit, or duration unless the wording and applicable modifier explicitly affect those properties.
Marks are not Curses
Mark and Curse are separate Debuff families. A Mark does not use the target's Curse limit, and Curse Magnitude does not automatically scale a Mark.

Mark skills, delivery, and support effects

7 cases
02
Freezing Mark

Hits against the target cause increased Freeze buildup. Freezing the target activates the Mark and grants a temporary Buff that adds Cold damage.

Related: Freezing Mark, Freeze
03
Voltaic Mark

Hits against the target cause increased Electrocution buildup. Electrocuting the target activates the Mark and grants a temporary Buff that gains damage as Lightning damage.

Related: Voltaic Mark, Electrocution, Lightning
04
Bloodhound's Mark

Blood Loss on the target contributes to Heavy Stun buildup. A qualifying Heavy Stun or death activates the Mark and triggers its Blood Explosion.

Related: Bloodhound's Mark, Bleeding, Heavy Stun
05
Pounce delivery

Pounce applies Predator's Mark by default, or triggers a socketed Mark instead, against the highest-rarity enemy hit by the Skill.

Related: Pounce, Rarity
06
Activation supports

Eternal Mark preserves a supported Mark the first time it activates. Charged Mark creates Shocked Ground when a supported Mark activates.

Related: Eternal Mark, Charged Mark, Shocked Ground
07
Payoff supports and items

Mark for Death makes Physical Damage taken by the target break Armour. Mark of Siphoning adds recovery on Attack Hits. Mark-related talismans, augments, and companion items provide further Effect or marked-target bonuses.

Currency: Carved Majesty, The Runebinder's AlloyRelated: Mark for Death, Mark of Siphoning, Condemned Talisman, Sylvan's Effigy, Armour

Limits and exceptions

6 rules
  • One enemy cannot carry several different Marks by default.
  • A Skill's Limit 1 Marked target is not the same rule as one Mark per enemy.
  • Activating a Mark and merely hitting a Marked target are not interchangeable events.
  • A consumed Mark cannot be reapplied to that target during its one-second immunity to that Debuff.
  • Mark Effect does not automatically scale duration, cooldown, target limit, or trigger conditions.
  • Freezing Mark and Voltaic Mark remove their granted Buff if you Mark another target while that Buff is active.