Fire Damage
10% increased Fire Damage
Fire Damage Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | ignite_mitigation1 |
| Icon | |
| PassiveSkillsHash | 32845 |
| Tags | isUsed: true |
Fire Damage
10% increased Fire Damage
Fire Damage Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | warcries43 |
| Icon | |
| PassiveSkillsHash | 50228 |
| Tags | isUsed: true |
Fire Damage
10% increased Fire Damage
Fire Damage Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | warcries46 |
| Icon | |
| PassiveSkillsHash | 53804 |
| Tags | isUsed: true |
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | fire1_ |
| Icon | |
| PassiveSkillsHash | 47191 |
| Tags | isUsed: true |
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
| Name | Show Full Descriptions |
|---|---|
| ID | fire2 |
| Icon | |
| PassiveSkillsHash | 3601 |
| Tags | isUsed: true |
Fire Damage
Fire Damage
non_skill_base_physical_damage_%_to_gain_as_fire
Attribute /4
strdex_mission_fire_damage
| Name | Show Full Descriptions |
|---|---|
| IsInvisible | 1 |
| BuffGroupsID | 31 |
| IsBuffDefinition | 1 |
| BuffMergeModesID | 2 |
Buff Related /1
| tbl | code | mod |
|---|---|---|
| BuffTemplates | StrDexMissionAddedFireDamage | Fire Damage |
| Code | non skill base physical damage % to gain as fire |
|---|---|
| IsPublic | 1 |
| IsLocal | 0 |
| IsWeaponLocal | 0 |
| IsProxied | |
| IsParty | 0 |
| IsVirtual | 0 |
| IsScalable | 1 |
| StatSemantics | 1 |
Fire Damage
You deal a percentage of your Physical Damage as additional Fire Damage
non_skill_base_physical_damage_%_to_gain_as_fire
Attribute /4
added_fire_damage
| Name | Show Full Descriptions |
|---|---|
| IsInvisible | 1 |
| BuffGroupsID | 31 |
| IsBuffDefinition | 1 |
| BuffMergeModesID | 3 |
| Code | non skill base physical damage % to gain as fire |
|---|---|
| IsPublic | 1 |
| IsLocal | 0 |
| IsWeaponLocal | 0 |
| IsProxied | |
| IsParty | 0 |
| IsVirtual | 0 |
| IsScalable | 1 |
| StatSemantics | 1 |
fire GemTags /126
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Cause a Corpse to violently explode, damaging surrounding enemies.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance Charge.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports Fire skills, granting them an additional level. Does not support skills which do not have levels.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
[DNT] Burn, shoot
Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Become attuned to all Elements building up Fire, Cold and Lightning Affinity based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Affinity of any type you have.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
Consume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Supports Skills which are boosted by Elemental Ground Surfaces, Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental Ground Surface.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit.
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Fire Damage
(7—12)% increased Fire Damage
Fire Damage Attr /7
| Name | Value |
|---|---|
| Source | Timeless Jewel |
| Source | Glorious Vanity |
| Code | vaal_small_fire_damage |
| Icon | Art/2DArt/SkillIcons/passives/VaalOffensive.png |
| Name | Fire Damage |
| Weight | 75 |
| Stats |
Fire Ref /240
Fire Damage
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.
Requires: Level 22, 37 Int
+(30—50) to maximum Energy Shield
+(30—50)% to Fire Resistance
(30—50)% reduced Ignite Duration on you
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 16, 25 Dex
(80—100)% increased Evasion Rating
+(15—25)% to Fire Resistance
30% increased Light Radius
Requires: Level 1, 6 Int
(80—120)% increased Spell Damage
Gain (5—10) Life per enemy killed
25% increased Mana Regeneration Rate
Requires: Level 52
+(10—15) to Spirit
(10—15)% increased Rarity of Items found
+(1—4) to Level of all Fire Skills
(30—40)% increased Mana Regeneration Rate
Requires: Level 33, 45 Str
20% increased Movement Speed
+(40—60) to maximum Life
+(20—30)% to Fire Resistance
Drop Ignited Ground while moving, which lasts 8 seconds and Ignites as though dealing Fire Damage equal to 10% of your maximum Life
Requires: Level 1
Requires: Level 12, 17 Int
(50—80)% increased Energy Shield
(20—40)% increased Fire Damage
(10—20)% reduced Cold Damage
+(20—40)% to Fire Resistance
(-20—-10)% to Cold Resistance
Flammability Magnitude is doubled
Requires: Level 52, 74 Dex
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Requires: Level 45, 36 Dex, 36 Int
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Requires: Level 11, 18 Dex, 9 Int
No Physical Damage
+(30—50) to Accuracy Rating
+20% to Fire Resistance
30% increased Light Radius
Requires: Level 8
+(30—50) to maximum Mana
Requires: Level 8
+(20—30)% to Fire Resistance
(20—30)% increased Fire Damage
(3.1—6) Life Regeneration per second
(20—30)% increased Mana Regeneration Rate
Requires: Level 8
+(20—30)% to Fire Resistance
+(40—60) to maximum Life
+(20—30)% to Fire Resistance
(-15—-10)% to Cold Resistance
Requires: Level 55, 78 Dex
(100—300)% increased Evasion Rating
+1 to Level of all Fire Skills
+2 to Level of all Cold Skills
+3 to Level of all Lightning Skills
+1% to Maximum Fire Resistance
+2% to Maximum Cold Resistance
+3% to Maximum Lightning Resistance
Requires: Level 65, 91 Str
(100—150)% increased Armour
+(30—40)% to Fire Resistance
+(23—29)% to Chaos Resistance
+(150—200) to Stun Threshold
Requires: Level 45, 41 Str, 41 Dex
Enemies in your Presence are Intimidated
Requires: Level 26, 17 Str, 38 Int
Requires: Level 33, 24 Str, 24 Int
+20 to maximum Energy Shield
+(10—20) to Intelligence
+(5—15)% to Fire Resistance
+(5—15)% to Cold Resistance
Requires: Level 20
+(7—13)% to Chaos Resistance
(15—30)% increased Mana Regeneration Rate
(60—75)% reduced Ignite Duration on Enemies
use unique blackflame ignite effect [1]
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
Requires: Level 40
You can only Socket Emerald Jewels in this item
(10—20)% increased Rarity of Items found
+(10—20) to all Attributes
Requires: Level 1
You can only Socket Sapphire Jewels in this item
(10—20)% increased Rarity of Items found
+(10—20) to all Attributes
Requires: Level 40
You can only Socket Ruby Jewels in this item
(10—20)% increased Rarity of Items found
+(10—20) to all Attributes
Requires: Level 33, 20 Str, 47 Dex
Bleeding you inflict deals Damage (10—20)% faster
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
Requires: Level 32
Used when you become Ignited
(20—25)% Chance to gain a Charge when you kill an enemy
Creates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500% of your maximum Life
Requires: Level 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
Requires: Level 45, 80 Dex
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Requires: Level 72, 94 Str, 67 Int
(15—20)% reduced Attack Speed
+(30—40) to Strength
exposure art variation [1]
Requires: Level 72, 46 Str, 115 Dex
(100—120)% increased Physical Damage
(10—16)% increased Attack Speed
(60—80)% increased Presence Area of Effect
Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
Requires: Level 45, 80 Str
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
local display grants level X molten shower [1]
Requires: Level 67, 134 Dex
(8—14)% increased Attack Speed
Elemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup, and Shock Chance
Requires: Level 70, 163 Str
(80—100)% increased Physical Damage
+(300—400) to maximum Mana
+(4—6)% to Critical Hit Chance
(10—20)% of Damage is taken from Mana before Life
mace fire skills are blue [1]
Requires: Level 70, 249 Str
+150 Strength Requirement
(10—20)% increased Block chance
(150—200)% increased Armour
Desert Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +14% to Fire Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Lesser Desert Rune
Greater Desert Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +18% to Fire Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Desert Rune
Stack Size: 1 / 10
Requires: Level 50
Armour: +22% to Fire Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Ruby Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
+25% to Fire Resistance
Requires: Level 5
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Legacy of Candlemaker
Legacy of Chernobog's Pillar
Legacy of The Sentry
Limited to: 1 Aldur's Legacy
Requires: Level 65
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten Fissures. Consumes Rage to create additional Molten Fissures.
Cause a Corpse to violently explode, damaging surrounding enemies.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
[DNT-UNUSED] Make alot of fire
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance Charge.
Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
Gouge molten rock from the ground and fling it at the target. The Projectile explodes on collision, damaging enemies and scattering shrapnel in a cone behind it.
[DNT] Build Glory by Break Armour and Igniting enemies. When you have maximum Glory you may entreat the Ancestors to crush your enemies, manifesting a massive hammer that falls from the sky onto your target, Slamming into the ground after a short duration and dealing immense damage based on your weapon.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports Fire skills, granting them an additional level. Does not support skills which do not have levels.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
Build Glory by inflicting Freeze, Shock or Ignite on enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Supports Skills which are boosted by Elemental Ground Surfaces, Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental Ground Surface.
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Ascendancy: Infernalist
Character: Witch
number of infernal familiars allowed [1]
Ascendancy: Stormweaver
Character: Sorceress
Trigger Elemental Storm on Critical Hit with Spells
Ascendancy: Disciple of Varashta
Character: Sorceress
ascendancy enable fire djinn passive [1]
Ascendancy: Invoker
Character: Monk
Trigger Elemental Expression on Melee Critical Hit
10% increased Armour
+8% to Fire Resistance
20% increased Stun Threshold
Empowered Attacks deal 20% increased Damage
25% increased Fire Damage
15% increased Ignite Duration on Enemies
15% increased Fire Damage
15% increased Area of Effect
+20% to Fire Resistance
20% increased Freeze Buildup
+10% to Fire Resistance
15% increased effect of Fully Broken Armour
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Ascendancy: Infernalist
Character: Witch
Ascendancy: Infernalist
Character: Witch
Maximum Mana is replaced by twice as much Maximum Infernal Flame
Gain Infernal Flame instead of spending Mana for Skill costs
Gain Infernal Flame instead of spending Mana for Skill costs
Take maximum Life and Energy Shield as Fire Damage when Infernal Flame reaches maximum
Lose all Infernal Flame on reaching maximum Infernal Flame
25% of Infernal Flame lost per second if none was gained in the past 2 seconds
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
50% more Critical Damage Bonus
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Flammability
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.
Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.
Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Resistances
Resistances reduce damage taken of the corresponding damage type — Fire, Cold, Lightning or Chaos — up to a Maximum. Fire, Cold and Lightning Resistances are Elemental Resistances. Resistances can be improved with Equipment, Passives & Quest items.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Your Elemental Resistances are lowered as you progress through the game. Elemental Resistances are a vital defensive tool, and should be one of the first things to check if you're having difficulty surviving.
Maces
Maces are Melee weapons that can be One-Handed or Two-Handed. Maces require Strength to equip.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Mace Attacks are often Slams or slow Strikes that deal Physical or Fire damage.
Damage Conversion
Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.
Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
Damage Contributing to Ailments
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Bombardier
Monster periodically unleashes barrages of Fire projectiles.
Conjures Flamewalls
Monster creates circular walls of Fire that deal damage to enemies standing in them.
Magma Barrier
Monster creates a 90% damage absorption barrier that explodes after taking a certain amount of damage, dealing Fire Damage
Volatile Crag
Monster periodically creates Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
Empowering Volatile Crag
Monster periodically creates Powerful Volatile Crag that moves towards enemies; exploding when they get close enough; dealing Fire Damage.
Blackflame Covenant
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Flame Archon
Flame Archon is a type of Archon Buff. It grants:
• 25% more Fire Damage with Spells
• Convert 100% of Elemental Damage with Spells to Fire Damage
• Cannot deal Non-Fire Damage with Spells
• Spells have 100% more Flammability Magnitude
Using a non-instant Attack causes Flame Archon to be removed immediately.
• 25% more Fire Damage with Spells
• Convert 100% of Elemental Damage with Spells to Fire Damage
• Cannot deal Non-Fire Damage with Spells
• Spells have 100% more Flammability Magnitude
Using a non-instant Attack causes Flame Archon to be removed immediately.
Embankment Auras
Totems you place which grant Embankment Auras give a different Aura Buff to Players in range depending on the kind of Totem, as follows:
Artillery Ballista grants 20% increased Skill Speed.
Siege Ballista grants 25% more Damage against Immobilised Enemies.
Mortar Cannon grants 25% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
Spell Totem grants 50% increased Critical Hit Chance.
Artillery Ballista grants 20% increased Skill Speed.
Siege Ballista grants 25% more Damage against Immobilised Enemies.
Mortar Cannon grants 25% of Damage Gained as extra Fire.
Shockwave Totem grants 30% increased Area of Effect.
Ancestral Warrior Totem grants 40% increased Glory Generation.
Dark Effigy grants 40% increased Damage over Time.
Spell Totem grants 50% increased Critical Hit Chance.
Bear Form
Shapeshifting into a Bear grants access to devastating Slams and Fire Attacks fuelled by smouldering Rage.
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 Rage you spend
While in Bear form, you gain:
• +10 to Armour per level
• 30% of Armour also applies to Elemental Damage
• an Endurance Charge for every 15 Rage you spend
Wyvern Form
Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning, then close in for the kill.
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
Wind Skills
Wind Skills gain additional interactions with other specified Skills, typically Fire Skills.
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.











































































