Shockwave Totem repeatedly Slams around itself and can erupt existing Jagged Ground. Dark Effigy bombards enemies affected by Chaos damage over time Debuffs.
Related: Shockwave Totem, Dark EffigyMechanic
Totem
Totems are allied constructs that perform Skills for you. They are Remote Skills rather than Minions: their Skills use your offensive stats, while each Totem has its own Life and defensive stats and can be damaged or killed.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 Totem does
Current rulesA Totem performs its Skill for you and uses your applicable offensive stats, but it is not a Minion and does not inherit Minion modifiers. The base Totem Limit is 1 and is shared between Totem types by default. Placement Speed controls how quickly a Totem is placed, while the Totem's Attack Speed or Cast Speed controls how quickly it uses its Skill.
- Totems use your offensive stats
- A Totem is an allied construct that performs a Skill for you. Its Skill benefits from your applicable offensive stats, but the Totem has its own Life and defensive stats and can be damaged or killed.
- Totems are not Minions
- Totems and Minions are separate entity types. Modifiers that apply only to Minions do not apply to Totems unless the effect explicitly says otherwise.
- The base limit is shared
- The base Totem Limit is 1. Different Totem types use the same shared limit by default, so placing a new Totem while at the limit removes the oldest applicable Totem unless another effect changes the limit or its scope.
- Placement Speed and action speed are separate
- Placement Speed changes how quickly the Totem is placed and becomes active. Attack Speed or Cast Speed changes how quickly the placed Totem uses its Attack or Spell. Increasing one does not automatically increase the other.
- Placement needs a valid location
- Totems are placed at the cursor when the location is accessible and within line of sight. Placement Range modifiers change how far from the character a Totem can be placed.
- Ballistas use Projectile Attacks
- Ballistas are a Totem subtype that use Projectile Attacks. Artillery Ballista, Siege Ballista, and Mortar Cannon still obey Totem rules while also using their own Skill restrictions and modifiers.
- Meta Totems obey the socketed Skill restriction
- Spell Totem uses socketed Spells but cannot use Skills with Cooldowns. Ancestral Warrior Totem uses a socketed Mace Skill once per conjured warrior and cannot use Channelling Skills or Skills with Cooldowns. Mortar Cannon uses socketed Grenade Skills.
- Ancestral Bond changes both limit and cost
- In the current passive tree, Ancestral Bond doubles your Totem Limit and removes the cost or Charge requirement for placing Totems, but each Totem reserves 75 Spirit. It does not state that the Totem Limit becomes unlimited.
Totem Skills, limits, and support options
8 casesArtillery Ballista rains Pinning and Maiming bolts, Siege Ballista fires delayed explosive bolts, and Mortar Cannon uses socketed Grenade Skills with improved Cooldown Recovery Rate.
Related: Artillery Ballista, Siege Ballista, Mortar CannonSpell Totem consumes a combination of 3 Power and Endurance Charges to use socketed Spells. Ancestral Warrior Totem consumes 3 Endurance Charges and has spirit warriors use a socketed Mace Skill once each.
Related: Spell Totem, Ancestral Warrior Totem, Power Charge, Endurance ChargeSoul Mantle grants +1 to the maximum number of Summoned Totems. Overabundance supports a Skill with a Limit and increases that limit at the cost of duration. Passive tree and Ascendancy effects can add a scoped Totem or Ballista limit.
Related: Soul Mantle, Overabundance I, Overabundance II, LimitUrgent Totems increases placement speed. Hardy Totems grants more Totem Life, while Reinforced Totems adds Elemental Resistances. These improve different parts of the Totem and should not be treated as interchangeable speed or defence modifiers.
Related: Urgent Totems I, Urgent Totems III, Hardy Totems I, Reinforced Totems IFont of Blood and Font of Mana create areas that Leech the named resource to allies. Tawhoa's Tending gives Totems more Life and makes them explode for Physical damage based on Life when they die.
Related: Font of Blood, Font of Mana, Tawhoa's Tending, AlliesCirel's Cultivation prevents more than one supported Totem of that type but rewards nearby allied Totems. Splinter Totem also restricts the active Totem and makes it divide into less effective smaller versions after using an Attack or Spell.
Related: Cirel's Cultivation, Splinter Totem I, Splinter Totem IILimits and exceptions
5 rules- Totems are not Minions, so Minion-only modifiers do not apply unless an effect explicitly includes Totems.
- The Totem Limit is shared by default, but a modifier can name a narrower limit such as Ballista Totems or Totems created by one Skill.
- Placement Speed does not replace Attack Speed or Cast Speed, and those action speeds do not replace Placement Speed.
- A Totem Skill can impose its own duration, Charge cost, socketed Skill restriction, or trigger condition in addition to the general Totem rules.
- Ancestral Bond currently doubles the limit and adds Spirit reservation. It should not be read as an unlimited Totem effect.


