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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

BlessingStrengthGreaterAdds toLastsGranted by items such as
Blessing of Power
Increases your damage
0.20.2 × nonScaling0.30.3 × nonScalingAttack power multiplierAttackPowerMultiplier
Power multiplier weapon spectralPowerMultiplierWeaponSpectral
15 secondsEvisceration, Everstorm, Hawk Charm, Scorpion Ring, Solace, Zamora
Blessing of Endurance
Reduces damage taken
0.20.2 × nonScaling0.30.3 × nonScalingDamage reduction incomingDamageReductionIncoming15 secondsGlacial 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 × nonScaling
0.08 (1 trait)0.08 × nonScaling
0.30.3 × nonScalingCritical hit chanceCriticalHitChance15 secondsCosmic 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 × nonScaling0.30.3 × nonScalingAilment damage chanceAilmentDamageChance15 secondsDissonance, 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

Possible bug in the game filesWhen Blessing of Power is gained, the game looks for an active Blessing of Luck to compare with, not Blessing of Power.BP_Effect_Modular_BlessingOfPower_Exec applies BP_Effect_Modular_BlessingOfPower_AttackBuff_C but checks BP_Effect_Modular_BlessingOfAcuity_CritChanceBuff_C
When 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_C
Read 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

MarkStrengthGreaterChangesLastsApplied by items such as
Mark of Fragility
Increases damage dealt to the marked enemy
0.20.2 × nonScaling0.40.4 × nonScalingsee “How marks work”15 or 5 secondsOverstrike, Ram Talisman, Faithful, Ancestor, Predator's Band, Lethe +1 more
Mark of Weakness
The marked enemy deals less damage
0.20.2 × nonScaling0.30.3 × nonScalingDamage dealt multiplierDamageDealtMultiplier15 or 5 secondsGrandmaster'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 secondsWhite 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 rarityItem level 50Item level 100
Common36.5–45204.5–250.5
Uncommon38.5–48215–268
Rare40.5–51.5226.5–287
Epic44–56247–313
Legendary49–64.5274–359

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 multiplierDamageDealtMultiplier. 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.

PerkStrengthIn game
Blessing durationBlessingDuration0.30.3 × nonScaling+30% Blessing durationTrait.Ascension.Perk.Blessings.1
Blessing effectivenessBlessingEffectiveness0.20.2 × nonScalingImprove your Blessings by 20%Trait.Ascension.Perk.Blessings.2
Mark durationMarkDuration0.30.3 × nonScaling+30% Mark durationTrait.Ascension.Perk.Marks.1
Mark effectivenessMarkEffectiveness0.20.2 × nonScalingImprove your Marks by 20%Trait.Ascension.Perk.Marks.2
The wording and the files differThe effectiveness bonus is added to the strength, not multiplied, for Blessings, Fragility and Weakness (a 0.2 blessing becomes 0.4). Leeching multiplies its heal by 1 + the bonus. The starting values of Blessing and Mark effectiveness aren't in the files UNKNOWN.

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