Blessings & Marks
Blessings are short buffs on you; Marks are debuffs you put on an enemy. Item traits grant them. Their strengths below are read from the game files Datamined; how they stack is read from the game's logic and hasn't been tested in game yet Untested.
Blessings
| Blessing | Strength | Greater | Adds to | Lasts | Granted by items such as |
|---|---|---|---|---|---|
| Blessing of Power Increases your damage | 0.20.2 × nonScaling | 0.30.3 × nonScaling | Attack power multiplierAttackPowerMultiplierPower multiplier weapon spectral PowerMultiplierWeaponSpectral | 15 seconds | Evisceration, Everstorm, Hawk Charm, Scorpion Ring, Solace, Zamora |
| Blessing of Endurance Reduces damage taken | 0.20.2 × nonScaling | 0.30.3 × nonScaling | Damage reduction incomingDamageReductionIncoming | 15 seconds | Glacial Wall, Citrine Band, Resonant Sledgehammer, Shadow's Light, Verdant Crusade, Spirit Reaper |
| Blessing of Luck Increases your Critical Hit chance | 0.2 (14 traits)0.2 × nonScaling0.08 (1 trait) 0.08 × nonScaling | 0.30.3 × nonScaling | Critical hit chanceCriticalHitChance | 15 seconds | Cosmic Dance, Hawk Charm, Ring of the Worthy, Drazkul's Legacy, Hacker, Deflection +1 more |
| Blessing of Infusion Your attacks have a chance to inflict Ailments | 0.20.2 × nonScaling | 0.30.3 × nonScaling | Ailment damage chanceAilmentDamageChance | 15 seconds | Dissonance, Nebula, Methra's Seal, Drazkul's Legacy, Wailing Fury |
Strength is the amount a blessing adds to the stat it changes. It's the same whatever the level, rarity or upgrade rank of the item that grants it: the files give every blessing a fixed value that no level or rarity changes DataminedX: paramType nonScaling = min 1, max 1 in every itemScaling and itemScalingMultipliers row.
Related values in the game's stat tables Datamined: Default ailment damage chanceDefault.AilmentDamageChance 0 · Default attack power multiplierDefault.AttackPowerMultiplier 1 · Critical hit chanceCharacter.Player.CriticalHitChance 0.05 · Damage reduction incoming maxCharacter.Player.DamageReductionIncomingMax 0.5.
How blessings stack
- Gaining a blessing you already have replaces the active one if the new one is as strong or stronger; a stronger one that's already active blocks the new one.
- Blessing effectiveness is added to a blessing's strength, and Blessing duration makes it last longer by that fraction.
Read from the game's blessing logic UntestedAperion/Content/Aperion/Blueprints/Gameplay/LootEffects/BP_Effect_Modular_Blessing_Base_Exec
For the curious: how a blessing is applied, step by step in the game's logic
- X and Duration come from the loot effect's SetByCaller values (the granting trait's magnitudes).
- TotalMagnitude = X + the receiver's BlessingEffectivenessMultiplier attribute.
- The Greater buff is used when the loot effect's tag ends in 'Greater' (or bUseGreater is set).
- Each active effect the exec's matcher accepts is compared: if its X <= TotalMagnitude it is removed; if it is larger, the new blessing is not applied.
- Applied duration = Duration x (1 + BlessingDurationMultiplier).
Read from Aperion/Content/Aperion/Blueprints/Gameplay/LootEffects/BP_Effect_Modular_Blessing_Base_Exec Untested
BP_Effect_Modular_BlessingOfPower_Exec applies BP_Effect_Modular_BlessingOfPower_AttackBuff_C but checks BP_Effect_Modular_BlessingOfAcuity_CritChanceBuff_CWhen Greater Blessing of Power (the version that also blesses allies) is gained, the game looks for an active Blessing of Luck to compare with, not Blessing of Power.
BP_Effect_Modular_GreaterBlessingOfPower_Allies_Exec applies BP_Effect_Modular_BlessingOfPower_AttackBuff_C but checks BP_Effect_Modular_BlessingOfAcuity_CritChanceBuff_CRead literally: gaining Blessing of Power removes an equal or weaker Blessing of Luck and is blocked by a stronger one, and regular and Greater Power are never compared with each other. Planned test T-0003 checks this.
Marks
| Mark | Strength | Greater | Changes | Lasts | Applied by items such as |
|---|---|---|---|---|---|
| Mark of Fragility Increases damage dealt to the marked enemy | 0.20.2 × nonScaling | 0.40.4 × nonScaling | see “How marks work” | 15 or 5 seconds | Overstrike, Ram Talisman, Faithful, Ancestor, Predator's Band, Lethe +1 more |
| Mark of Weakness The marked enemy deals less damage | 0.20.2 × nonScaling | 0.30.3 × nonScaling | Damage dealt multiplierDamageDealtMultiplier | 15 or 5 seconds | Grandmaster's Station, Mirror, Phoenix Talisman, Gilden Rose Band, The Gavel, Carapace Blade +2 more |
| Mark of Leeching Restore Health whenever you hit the marked enemy | grows with the item (below)0.5 × coreAttribute | — | see “How marks work” | 15 seconds | White Recluse, Soul Leech, Crab Talisman, Ring of Noxious Power, Witherweaves |
The Mark of Leeching's heal grows with the level and rarity of the item that applies it Datamined0.5 × coreAttribute. Health restored per hit, before Mark effectiveness:
| Item rarity | Item level 50 | Item level 100 |
|---|---|---|
| Common | 36.5–45 | 204.5–250.5 |
| Uncommon | 38.5–48 | 215–268 |
| Rare | 40.5–51.5 | 226.5–287 |
| Epic | 44–56 | 247–313 |
| Legendary | 49–64.5 | 274–359 |
How marks work
- Mark of Fragility: every hit on the marked enemy, except ailment damage over time, is multiplied by 1 + the Mark's strength + the marker's Mark effectiveness.
- Mark of Weakness: takes the Mark's strength + Mark effectiveness off the enemy's Damage dealt multiplier
DamageDealtMultiplier. How much less damage that means depends on game code we can't read UNKNOWN. - Mark of Leeching: each qualifying hit on the marked enemy heals the attacker by the heal amount × (1 + Mark effectiveness).
- One Mark per enemy: a different Mark overwrites it, and a regular Mark does not replace a Greater one of the same type.
Read from the game's Mark logic UntestedAperion/Content/Aperion/Blueprints/Gameplay/Effects/Marks/BP_Effect_Mark_Apply_Base_Exec
Effectiveness and duration
Ascension perks that improve every Blessing or Mark.
| Perk | Strength | In game |
|---|---|---|
Blessing durationBlessingDuration | 0.30.3 × nonScaling | +30% Blessing durationTrait.Ascension.Perk.Blessings.1 |
Blessing effectivenessBlessingEffectiveness | 0.20.2 × nonScaling | Improve your Blessings by 20%Trait.Ascension.Perk.Blessings.2 |
Mark durationMarkDuration | 0.30.3 × nonScaling | +30% Mark durationTrait.Ascension.Perk.Marks.1 |
Mark effectivenessMarkEffectiveness | 0.20.2 × nonScaling | Improve your Marks by 20%Trait.Ascension.Perk.Marks.2 |
History
No official patch notes have been added yet. When they are, each entry will quote the notes word for word, with the date and a link, marked Documented. Patch notes record changes over time; the values on this page come from the game version this wiki is built from.
Sources
data/records/effects/blessings_marks.json (tools/extract_blessings_marks.py)- Loot effects and traits:
Aperion/Content/Aperion/Data/Gameplay/SourceData/source_data.json