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Elemental Invocation

From Path of Exile 2 Wiki
Revision as of 12:45, 8 April 2025 by MefistoBot (talk | contribs) (→‎top: Skill_id from 'grantedeffects')
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Lua error in Module:Skill at line 565: The cost type "Spirit" is invalid. Acceptable values are "Mana", "Life", "ES", "Rage", "ManaPercent", "LifePercent", "UnreservedManaPercent", "ManaPerMinute", "LifePerMinute", "ManaPercentPerMinute", "LifePercentPerMinute", "ESPerMinute", "ESPercentPerMinute" and "ESPercent". Elemental Invocation is a persistent buff skill.

Skill functions and interactions

Gem level progression

LevelRequired LevelRequired DexterityRequired Intelligence
1000
2300
361010
4101515
5142020
6182525
7223030
8263434
9314040
10364646
11415252
12465959
13526666
14587373
15648080
16668787
17729595
1878103103
1984112112
2090120120

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 Coming Soon Coming Soon
II Coming Soon Impetus
III Capacitor Energy Retention

Item acquisition

Elemental Invocation has restrictions on where or how it can drop.

It can be obtained by engraving an Uncut Spirit Gem.

Alternate skill effects

Elemental Invocation has the following alternate skill effects:

ItemDescription

Version history

Version Changes
0.1.0d
  • Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing.
    • In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting.
    • Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite.
    • We have also rebalanced all energy gain across the board.
0.1.0
  • Introduced to the game.