Ignited
Debuff inflicts [Fire] damage over time
base_ignite_damage_taken_per_minute
Attribute /4

ignited

KeyValue
BuffIcon
BuffGroupsID29
IsBuffDefinition1
BuffMergeModesID13
Codebase ignite damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Ignite Ref /71
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

Fire damage from Hits Contributes to both the chance to Ignite and the Magnitude of Ignite, so Hits dealing more Fire damage Ignite more often, and inflict stronger Ignites. By default a Hit has 1% chance to Ignite for every 4% of the target's Ailment Threshold dealt.

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.
+(30–50)% to Fire Resistance
(30–50)% reduced Ignite Duration on you
40% of Physical Damage taken as Fire Damage
25 to 35 Fire Thorns damage
Grants Skill: Level 5 Living Bomb
(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased chance to Ignite
100% increased Magnitude of Ignite you inflict
(80–100)% increased Evasion Rating
+(15–25)% to Fire Resistance
30% increased Light Radius
Enemies in your Presence are Ignited as though dealt 100 Base Fire Damage
+(30–40) to maximum Life
+(10–15)% to all Elemental Resistances
(15–30)% increased Elemental Damage
Enemies take (15–20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30–40)% reduced Duration of Ignite, Shock and Chill on Enemies
+(10–15) to Spirit
(10–15)% increased Rarity of Items found
(15–30)% increased Mana Regeneration Rate
Take 100 Fire Damage when you Ignite an Enemy
+(1–4) to Level of all Fire Skills
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
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
(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
Chance to Ignite is doubled
(30–50)% increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be Frozen for 6 seconds after being Frozen
You cannot be Ignited for 6 seconds after being Ignited
You cannot be Shocked for 6 seconds after being Shocked
Curses you inflict are reflected back to you
(40–60)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Ignite Chance and Magnitude
Cold Damage from Hits Contributes to Ignite Chance and Magnitude instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
10% reduced Movement Speed
(50–100)% increased Armour and Energy Shield
+100 to maximum Life
(35–50)% reduced Effect of Chill on you
(35–50)% reduced effect of Ignite on you
(35–50)% reduced effect of Shock on you
No Physical Damage
Adds (25–32) to (40–50) Fire Damage
+(30–50) to Accuracy Rating
100% increased chance to Ignite
30% increased Light Radius
Adds 3 to 5 Fire damage to Attacks
Adds (3–5) to (6–9) Fire damage to Attacks
+(30–50) to maximum Mana
50% increased chance to Ignite
Attacks Gain (5–10)% of Damage as Extra Fire Damage
+(20–30)% to Fire Resistance
(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
Ignites you inflict spread to other Enemies that stay within 1.5 metres for 1 second
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Cold Exposure on Igniting an Enemy
Inflict Fire Exposure on Shocking an Enemy
Inflict Lightning Exposure on Critical Hit
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Bleeding Duration on you
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
50% increased Magnitude of Ignite you inflict
use unique blackflame ignite effect [1]
Used when you become Ignited
(20–25)% Chance to gain a Charge when you Kill an Enemy
Ignite Enemies in Presence as though dealing Fire damage equal to 500% of your maximum Life when used
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
Supports any skill that Hits enemies, making it more likely to Ignite.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing it to inflict Fire Exposure when Igniting.
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.
Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
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.
Build Glory by Heavy Stunning 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.
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Rain flaming bolts over the targeted area. Ignites on enemies and Corpses in front of you are Consumed to fuel the Firestorm by creating improved bolts.
Conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage and inflict the Ignite on hit.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
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.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
25% reduced Ignite Duration on you
25% reduced effect of Ignite on you
25% increased Magnitude of Ignite you inflict
+10 to Strength
20% increased Ignite Duration on Enemies
20% increased Magnitude of Ignite you inflict
40% increased chance to Ignite
Enemies Ignited by you have -5% to Fire Resistance
Ignites you inflict deal Damage 15% faster
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
30% increased Damage with Hits against Ignited Enemies
18% increased Fire Damage
30% increased chance to Ignite
Witch: 15% increased Critical Hit Chance for Spells
Witch: 18% increased Physical Damage
15% increased Fire Damage
10% increased Magnitude of Ignite you inflict
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
30% increased chance to Ignite
30% increased Damage with Hits against Burning Enemies
40% increased chance to Ignite
40% increased Damage with Hits against Ignited Enemies
25% increased chance to Ignite
25% increased Freeze Buildup
25% increased chance to Shock
25% increased Electrocute Buildup
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Unaffected by Ignite
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Ignite Chance and Magnitude
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
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

Fire damage from Hits Contributes to both the chance to Ignite and the Magnitude of Ignite, so Hits dealing more Fire damage Ignite more often, and inflict stronger Ignites. By default a Hit has 1% chance to Ignite for every 4% of the target's Ailment Threshold dealt.

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.
Skill Gem /5
Rain flaming bolts over the targeted area. Ignites on enemies and Corpses in front of you are Consumed to fuel the Firestorm by creating improved bolts.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
While active, emits an Aura that continuously inflicts Critical Weakness on enemies in your Presence.
Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
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.
Skill Gem Quality /6
(0–20)% more Magnitude of Ignite inflicted
(0–20)% more chance to Ignite enemies
(0–20)% increased Magnitude of Ignite you inflict
(0–20)% more chance to Ignite enemies
An additional +(0–5)% of Overkill damage contributes to base Ignite damage
(0–40)% more Magnitude of Ignite inflicted
Support Gem /11
Supports any skill that Hits enemies, making it more likely to Shock.
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Supports any skill that Hits enemies or inflicts Shock, causing its Shocks to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing it to inflict Lightning Exposure when inflicting Shock.
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 Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze 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.
Supports Melee Attack Skills you use yourself. While using Supported Skills, a percentage of Damage taken is Recouped as Life, with the percentage scaling higher the longer the Attack time of the Supported Skill. Cannot Support Channelling Skills.
Supports Persistent Buff Skills, causing Shock applied to you to last for a shorter duration while the Supported Skill is active.
Item mods /11
NameLevelPre/SufDescriptionWeight
of Damping21Suffix(36–40)% reduced Ignite Duration on you elemental fire ailmentbody_armour 1
default 0
of Quashing37Suffix(41–45)% reduced Ignite Duration on you elemental fire ailmentbody_armour 1
default 0
of Quelling50Suffix(46–50)% reduced Ignite Duration on you elemental fire ailmentbody_armour 1
default 0
of Quenching64Suffix(51–55)% reduced Ignite Duration on you elemental fire ailmentbody_armour 1
default 0
of Dousing76Suffix(56–60)% reduced Ignite Duration on you elemental fire ailmentbody_armour 1
default 0
of Ignition15Suffix(51–60)% increased chance to Igniteno_fire_spell_mods 0
wand 1
staff 1
trap 1
default 0
of Scorching30Suffix(61–70)% increased chance to Igniteno_fire_spell_mods 0
wand 1
staff 1
trap 1
default 0
of Incineration45Suffix(71–80)% increased chance to Igniteno_fire_spell_mods 0
wand 1
staff 1
trap 1
default 0
of Combustion60Suffix(81–90)% increased chance to Igniteno_fire_spell_mods 0
wand 1
staff 1
trap 1
default 0
of Conflagration75Suffix(91–100)% increased chance to Igniteno_fire_spell_mods 0
wand 1
staff 1
trap 1
default 0
1Corrupted(20–30)% increased chance to Ignitestaff 1
wand 1
Monsters mods /21
NameLevelPre/SufDescriptionWeight
of Ignition12SuffixHits always Ignite
All Damage from Hits Contributes to Ignite Chance and Magnitude
of Ignition1SuffixHits always Ignite
All Damage from Hits Contributes to Ignite Chance and Magnitude
1Unique100% increased chance to Shock
active skill ignite effect +% final [33]
1UniqueAlways Ignite elemental fire ailment
1Unique50% chance to Ignite elemental fire ailment
1Unique100% chance to Avoid being Ignited elemental fire ailment
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
100% chance to Avoid being Ignited
Unaffected by Shock
elemental fire cold lightning ailment
1UniqueAvoids Ignited
100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
Unaffected by Shock
elemental fire cold lightning ailment
1UniqueAvoids Frozen
Avoids Chilled
Avoids Ignited
Unaffected by Shock
elemental fire cold lightning ailment
1UniqueAvoids Frozen
Avoids Chilled
100% chance to Avoid being Ignited
Unaffected by Shock
elemental fire cold lightning ailment
1Unique50% chance to Ignite
Gain 20% of Physical Damage as Extra Fire Damage
bleed damage physical elemental fire ailment
Arsonist's Touch1Torment+25% to Fire Resistance
10% chance to Ignite
Gain 25% of Physical Damage as Extra Fire Damage
bleed damage physical elemental fire resistance ailment
Arsonist's Grip1Torment+40% to Fire Resistance
25% chance to Ignite
Gain 60% of Physical Damage as Extra Fire Damage
bleed damage physical elemental fire resistance ailment
1Uniqueignite art variation [1]
1Uniqueignite art variation [2]
1Unique25% chance to Ignite elemental fire ailment
Three Hands Talisman1Talisman50% chance to Ignite
50% chance to Freeze
50% chance to Shock
Gain 30% of Physical Damage as Extra Damage of a random Element
bleed damage physical elemental fire cold lightning ailment
1Uniqueself bleed duration +% final [-50]
self ignite duration +% final [-50]
self poison duration +% final [-50]
bleed poison physical elemental fire chaos attack ailment
1UniqueAlways Ignite
Gain 50% of Physical Damage as Extra Fire Damage
All Damage from Hits Contributes to Ignite Chance and Magnitude
bleed damage physical elemental fire ailment
1Unique50% chance to Avoid being Chilled
50% chance to Avoid being Frozen
50% chance to Avoid being Ignited
50% chance to Avoid being Shocked
50% chance to Avoid being Poisoned
50% chance to Avoid Bleeding
ailment
1UniqueMonsters have 100% increased Freeze Buildup
Monsters have 100% increased Ignite Chance
Monsters have 100% increased Shock Chance
Delve Area mods /4
NameLevelPre/SufDescriptionWeight
1DelveAreaArea has patches of Ignited Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
damage elemental fire
52DelveAreaArea has patches of Ignited Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
damage elemental fire
173DelveAreaArea has patches of Ignited Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
damage elemental fire
92DelveAreaAll Monster Damage from Hits always Ignites
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire ailment
Heist Area mods /5
NameLevelPre/SufDescriptionWeight
Conflagrating46Prefix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
All Monster Damage from Hits always Ignites
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
elemental fire ailment
of Flames46Suffix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Area has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [16]
map ground effect radius [12]
damage elemental fire
of Flames68Suffix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Area has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
damage elemental fire
of Flames73Suffix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Area has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
damage elemental fire
of Flames78Suffix10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Area has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
damage elemental fire
Misc mods /19
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueUsed when you become Ignited
of Damping6FlaskSuffixGrants Immunity to Ignite for (6–8) seconds if used while Ignited
Removes all Burning when used
of the Urchin6FlaskSuffix(45–49)% less Duration
Immunity to Ignite during Effect
Removes Burning on use
Incandescent1StrongboxPrefixIgnites you when activated
of Suffering1JewelSuffix(5–10)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailmentdexjewel 1
default 0
of Ignition1JewelSuffix(10–20)% increased chance to Ignitestrjewel 1
intjewel 1
default 0
Burning1JewelPrefix(5–15)% increased Magnitude of Ignite you inflictstrjewel 1
intjewel 1
default 0
of Suffering1JewelSuffix(3–5)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailmentdex_radius_jewel 1
default 0
of Ignition1JewelSuffix(2–3)% increased chance to Ignitestr_radius_jewel 1
int_radius_jewel 1
default 0
Burning1JewelPrefix(3–7)% increased Magnitude of Ignite you inflictstr_radius_jewel 1
int_radius_jewel 1
default 0
1JewelUnique(4–6)% reduced Ignite Duration on you elemental fire ailment
1JewelUnique2% chance to Ignite elemental fire ailment
Dousing FIX ME1JewelUnique(6–8)% chance to Avoid being Ignited elemental fire ailment
FIX ME1JewelUnique(2–3)% chance to Ignite elemental fire ailment
of Immolation1JewelUnique(3–5)% increased Ignite Duration on Enemies elemental fire ailment
of the Flameruler1JewelUnique(30–35)% reduced Ignite Duration on you elemental fire ailment
of Burning1JewelUnique(3–5)% chance to Ignite
(6–8)% increased Ignite Duration on Enemies
elemental fire ailment
1JewelUnique(10–20)% increased Movement Speed while Ignited speed
1ExpeditionRelicPrefixMonsters have 100% increased Freeze Buildup
Monsters have 100% increased chance to Ignite
Monsters have 100% increased chance to Shock
Item /1
Dousing Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Ignite
Requires: Level 32
Used when you become Ignited
Unique /18
+(30–50)% to Fire Resistance
(30–50)% reduced Ignite Duration on you
40% of Physical Damage taken as Fire Damage
25 to 35 Fire Thorns damage
Grants Skill: Level 5 Living Bomb
(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased chance to Ignite
100% increased Magnitude of Ignite you inflict
(80–100)% increased Evasion Rating
+(15–25)% to Fire Resistance
30% increased Light Radius
Enemies in your Presence are Ignited as though dealt 100 Base Fire Damage
+(30–40) to maximum Life
+(10–15)% to all Elemental Resistances
(15–30)% increased Elemental Damage
Enemies take (15–20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30–40)% reduced Duration of Ignite, Shock and Chill on Enemies
+(10–15) to Spirit
(10–15)% increased Rarity of Items found
(15–30)% increased Mana Regeneration Rate
Take 100 Fire Damage when you Ignite an Enemy
+(1–4) to Level of all Fire Skills
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
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
(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
Chance to Ignite is doubled
(30–50)% increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be Frozen for 6 seconds after being Frozen
You cannot be Ignited for 6 seconds after being Ignited
You cannot be Shocked for 6 seconds after being Shocked
Curses you inflict are reflected back to you
(40–60)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Ignite Chance and Magnitude
Cold Damage from Hits Contributes to Ignite Chance and Magnitude instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
10% reduced Movement Speed
(50–100)% increased Armour and Energy Shield
+100 to maximum Life
(35–50)% reduced Effect of Chill on you
(35–50)% reduced effect of Ignite on you
(35–50)% reduced effect of Shock on you
No Physical Damage
Adds (25–32) to (40–50) Fire Damage
+(30–50) to Accuracy Rating
100% increased chance to Ignite
30% increased Light Radius
Adds 3 to 5 Fire damage to Attacks
Adds (3–5) to (6–9) Fire damage to Attacks
+(30–50) to maximum Mana
50% increased chance to Ignite
Attacks Gain (5–10)% of Damage as Extra Fire Damage
+(20–30)% to Fire Resistance
(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
Ignites you inflict spread to other Enemies that stay within 1.5 metres for 1 second
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Bleeding Duration on you
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
50% increased Magnitude of Ignite you inflict
use unique blackflame ignite effect [1]
Grants Skill: Spear Throw
Adds (14–26) to (27–32) Physical Damage
Adds (33–41) to (47–53) Fire Damage
(15–25)% chance to cause Bleeding on Hit
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
(25–40)% chance to Aggravate Bleeding on Hit
Used when you become Ignited
(20–25)% Chance to gain a Charge when you Kill an Enemy
Ignite Enemies in Presence as though dealing Fire damage equal to 500% of your maximum Life when used
Passive /16
25% reduced Ignite Duration on you
25% reduced effect of Ignite on you
25% increased Magnitude of Ignite you inflict
+10 to Strength
20% increased Ignite Duration on Enemies
20% increased Magnitude of Ignite you inflict
40% increased chance to Ignite
Enemies Ignited by you have -5% to Fire Resistance
Ignites you inflict deal Damage 15% faster
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
25% increased Fire Damage
15% increased Ignite Duration on Enemies
30% increased Damage with Hits against Ignited Enemies
18% increased Fire Damage
30% increased chance to Ignite
Witch: 15% increased Critical Hit Chance for Spells
Witch: 18% increased Physical Damage
15% increased Fire Damage
10% increased Magnitude of Ignite you inflict
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
30% increased chance to Ignite
30% increased Damage with Hits against Burning Enemies
40% increased chance to Ignite
40% increased Damage with Hits against Ignited Enemies
25% increased chance to Ignite
25% increased Freeze Buildup
25% increased chance to Shock
25% increased Electrocute Buildup
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
Ascendancy Passive /3
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Unaffected by Ignite
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Ignite Chance and Magnitude
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
Timeless Jewel Passive /3
Ignite Chance
Vaal Passive
(3–6)% chance to Ignite
Fiery Leadership
Kalguuran Notable
40% increased chance to Ignite
Minions have +15% to all Elemental Resistances
Stormtossed Voyager
Kalguuran Notable
10% reduced Ignite Duration on you
Timeless Jewel Passive Additions /2
FactionCategoryShow Full DescriptionsCode
VaalNotable
(3–6)% chance to Ignitevaal_small_chance_to_ignite
KaruiNotable
Ignites you inflict deal Damage 10% fasterkarui_notable_add_faster_burn
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