Ignited
Debuff inflicts Fire damage over time
base_ignite_damage_taken_per_minute
Attribute /4
ignited
| Name | Show Full Descriptions |
|---|---|
| BuffIcon | |
| BuffGroupsID | 31 |
| IsBuffDefinition | 1 |
| BuffMergeModesID | 13 |
| Code | base ignite damage taken per minute |
|---|---|
| IsPublic | 0 |
| IsLocal | 0 |
| IsWeaponLocal | 0 |
| IsProxied | |
| IsParty | 0 |
| IsVirtual | 0 |
| IsScalable | 1 |
| StatSemantics | 3 |
Ignite Ref /111
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.
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 16, 25 Dex
(80—100)% increased Evasion Rating
+(15—25)% to Fire Resistance
30% increased Light Radius
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 11, 21 Dex
+(40—60) to maximum Life
+(10—20) to Strength
+(30—40)% to Fire Resistance
Cannot be Ignited
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 16, 13 Str, 13 Int
Curses you inflict are reflected back to you
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 10, 10 Str, 10 Int
10% reduced Movement Speed
+100 to maximum Life
(35—50)% reduced Effect of Chill on you
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 56, 13 Dex, 13 Int
+(60—100) to Evasion Rating
+(30—50) to maximum Energy Shield
Gain (25—35) Mana per enemy killed
Inflict Lightning Exposure on Critical Hit
Requires: Level 45, 41 Str, 41 Int
(50—100)% increased Energy Shield Recharge Rate
(25—35) Life Regeneration per second
(30—50)% reduced Ignite Duration on you
(30—50)% reduced Duration of Bleeding on You
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 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 42
+(12—16)% to Fire and Cold Resistances
+(10—20)% to Fire and Cold Resistances
Regenerate (1—2)% of maximum Life per second while Ignited
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Chilled Ground
as being boosted by Chilled Ground
Requires: Level 45, 80 Dex
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
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
Runemastered Gothic Quarterstaff
Fire Damage: 118-196
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 55, 76 Dex, 31 Int
local weapon implicit hidden % base damage is fire [100]
Ignites you inflict deal Damage (30—40)% faster
Legacy of Ashrend
Limited to: 1 Aldur's Legacy
Requires: Level 65
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.
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.
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.
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.
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.
While active, a companion Hydra will rear up from your body and regularly cast socketed Projectile Spells at nearby Shocked, Frozen, and Ignited enemies.
[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.
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.
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
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.
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.
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.
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.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Ascendancy: Infernalist
Character: Witch
number of infernal familiars allowed [1]
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.
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.
Ignited Ground
Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 50%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
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.
Covered in Oil
Enemies covered in Oil have their movement speed Slowed, are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Unbound Fury
Chilling, Shocking, or Igniting Enemies grants 1 Unbound Fury. Freezing or Electrocuting Enemies grants 6 Unbound Fury.
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).
Spectral Fire
Targets affected by a Spectral Fire Debuff do not take damage from Ignite. Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target. Damage modifiers do not apply to the explosion.
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
Unravelling
While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
Compounding Ignite
When Igniting a target which has already been Ignited by the same use of this Skill, the existing Ignite is removed to boost the new Ignite, multiplying its Magnitude by the total number of Ignites compounded this way.
Ignites cannot Compound when reflected, or when applied by Oil Ground that has been Ignited. They will neither remove existing Ignite, nor get any boost to Ignite Magnitude.
Ignites cannot Compound when reflected, or when applied by Oil Ground that has been Ignited. They will neither remove existing Ignite, nor get any boost to Ignite Magnitude.
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.
Skill Gem /33
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.
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.
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.
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.
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.
[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.
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.
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
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.
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.
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.
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.
Skill Gem Quality /4
(0—20)% more Ignite duration
Throw additional Projectiles at up to (0—2) Ignited Enemies
Support Gem /30
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 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 Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports skills which create Companions, causing enemies near them to be Blinded and Ignited. The damage of the Ignite is based on the Life of the supported Minion.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Item mods /7
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Damping | 21 | Suffix | (36—40)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
| of Quashing | 37 | Suffix | (41—45)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
| of Quelling | 50 | Suffix | (46—50)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
| of Quenching | 64 | Suffix | (51—55)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
| of Dousing | 76 | Suffix | (56—60)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
| Katla's | 45 | Prefix | (20—34)% increased Ignite Magnitude Damage Elemental Fire Ailment | decay 1 default 0 |
| Katla's | 75 | Prefix | (35—50)% increased Ignite Magnitude Damage Elemental Fire Ailment | decay 1 default 0 |
Monsters mods /18
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Ignition | 12 | Suffix | Hits always Ignite All Damage from Hits Contributes to Flammability and Ignite Magnitudes | fire_affinity 1 default 1 |
| 1 | Unique | 100% increased chance to Shock active skill ignite effect +% final [33] | ||
| 1 | Unique | base chance to ignite % [100] Elemental Fire Ailment | ||
| 1 | Unique | base chance to ignite % [50] Elemental Fire Ailment | ||
| 1 | Unique | 100% chance to Avoid being Ignited Elemental Fire Ailment | ||
| 1 | Unique | 100% 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 | ||
| 1 | Unique | Avoids Ignited 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
| 1 | Unique | Avoids Frozen Avoids Chilled Avoids Ignited Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
| 1 | Unique | Avoids Frozen Avoids Chilled 100% chance to Avoid being Ignited Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
| Arsonist's Touch | 1 | Torment | +25% to Fire Resistance Gain 25% of Physical Damage as Extra Fire Damage base chance to ignite % [10] Damage Physical Elemental Fire Resistance Ailment | default 1 |
| Arsonist's Grip | 1 | Torment | +40% to Fire Resistance Gain 60% of Physical Damage as Extra Fire Damage base chance to ignite % [25] Damage Physical Elemental Fire Resistance Ailment | default 1 |
| 1 | Unique | ignite art variation [1] | ||
| 1 | Unique | ignite art variation [2] | ||
| 1 | Unique | base chance to ignite % [25] Elemental Fire Ailment | ||
| Three Hands Talisman | 1 | Talisman | 50% chance to Freeze 50% chance to Shock Gain 30% of Physical Damage as Extra Damage of a random Element base chance to ignite % [50] Damage Physical Elemental Fire Cold Lightning Ailment | |
| 1 | Unique | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] Physical Elemental Fire Chaos Attack Ailment | ||
| 1 | Unique | Gain 50% of Physical Damage as Extra Fire Damage All Damage from Hits Contributes to Flammability and Ignite Magnitudes base chance to ignite % [100] Damage Physical Elemental Fire Ailment | ||
| 1 | Unique | 50% 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 |
Map mods /15
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Flames | 1 | Suffix | Area has patches of Ignited Ground Monsters have 15% more Effectiveness 15% more Waystones found in Area ground fire art variation [1033] map ground effect patches per 100 tiles [4] map ground effect radius [20] | map_key_low 1 default 0 |
| Flaming | 1 | Suffix | Area has patches of Ignited Ground Monsters have 15% more Effectiveness 15% more Waystones found in Area ground fire art variation [1033] map ground effect patches per 100 tiles [5] map ground effect radius [20] | map_key_medium 1 default 0 |
| Flaming | 1 | Suffix | Area has patches of Ignited Ground Monsters have 15% more Effectiveness 15% more Waystones found in Area ground fire art variation [1033] map ground effect patches per 100 tiles [6] map ground effect radius [20] | map_key_high 1 default 0 |
| Flaming | 1 | Suffix | Area has patches of Ignited Ground Monsters have 15% more Effectiveness 15% more Waystones found in Area ground fire art variation [1033] map ground effect patches per 100 tiles [7] map ground effect radius [20] | map_key_highest 1 default 0 |
| Conflagrating | 69 | Unique | Found Items have (1—3)% chance to drop Corrupted in Area Area contains 2 additional packs of Corrupted Vaal Monsters All Monster Damage from Hits always Ignites 15% increased Quantity of Items found in this Area Elemental Fire Ailment | secret_area 1 default 0 |
| of Flames | 1 | Unique | Area 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 | low_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| of Flames | 1 | Unique | Area 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 [16] map ground effect radius [12] Damage Elemental Fire | top_tier_map 0 expedition_logbook 1 default 0 |
| of Flames | 68 | Unique | Area 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 | top_tier_map 0 expedition_logbook 1 default 0 |
| of Flames | 1 | Unique | Area 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 | mid_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| of Flames | 73 | Unique | Area 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 | top_tier_map 0 expedition_logbook 1 default 0 |
| of Flames | 1 | Unique | Area 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 | top_tier_map 1 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
| of Flames | 1 | Unique | Area has patches of Ignited Ground 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area map ground effect patches per 100 tiles [28] map ground effect radius [18] Damage Elemental Fire | top_tier_map 0 maven_map 1 primordial_map 1 default 0 |
| of Flames | 78 | Unique | Area 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 | top_tier_map 0 expedition_logbook 1 default 0 |
| Conflagrating | 1 | Unique | All 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 | secret_area 0 unique_map 0 maven_map 0 expedition_logbook 0 primordial_map 0 default 1 |
| Conflagrating | 1 | Unique | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Elemental Fire Ailment | secret_area 0 unique_map 0 maven_map 1 primordial_map 1 default 0 |
Delve Area mods /3
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 52 | DelveArea | Area 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 | default 1 | |
| 173 | DelveArea | Area 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 | default 1 | |
| 92 | DelveArea | All 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 | default 1 |
Heist Area mods /5
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Conflagrating | 46 | Prefix | All Monster Damage from Hits always Ignites map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Ailment | default 1 |
| of Flames | 46 | Suffix | Area has patches of Ignited Ground map item drop quantity +% [10] map item drop rarity +% [6] 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 | default 1 |
| of Flames | 68 | Suffix | Area has patches of Ignited Ground map item drop quantity +% [10] map item drop rarity +% [6] 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 | default 1 |
| of Flames | 73 | Suffix | Area has patches of Ignited Ground map item drop quantity +% [10] map item drop rarity +% [6] 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 | default 1 |
| of Flames | 78 | Suffix | Area has patches of Ignited Ground map item drop quantity +% [10] map item drop rarity +% [6] 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 | default 1 |
Misc mods /14
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| 1 | Flask | Unique | Used when you become Ignited | ||
| 1 | Strongbox | Suffix | strongbox construct has monsterignitechanceincrease1 [1] | strongbox_robot_rare_guard 1 default 0 | |
| of Suffering | 1 | Jewel | Suffix | (5—10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Fire Cold Lightning Ailment | dexjewel 1 default 0 |
| Burning | 1 | Jewel | Prefix | (5—15)% increased Ignite Magnitude Damage Elemental Fire Ailment | strjewel 1 intjewel 1 default 0 |
| of Suffering | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant (3—5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Fire Cold Lightning Ailment | dex_radius_jewel 1 default 0 |
| Burning | 1 | Jewel | Prefix | Notable Passive Skills in Radius also grant (3—7)% increased Ignite Magnitude Damage Elemental Fire Ailment | str_radius_jewel 1 int_radius_jewel 1 default 0 |
| 1 | Jewel | Unique | Small Passive Skills in Radius also grant (4—6)% reduced Ignite Duration on you Elemental Fire Ailment | ||
| 1 | Jewel | Unique | base chance to ignite % [2] Elemental Fire Ailment | ||
| of the Flameruler | 1 | Jewel | Unique | (30—35)% reduced Ignite Duration on you Elemental Fire Ailment | default 1 |
| of Burning | 1 | Jewel | Unique | (6—8)% increased Ignite Duration on Enemies base chance to ignite % [3,5] Elemental Fire Ailment | not_str 1 default 1 |
| 1 | Jewel | Unique | (10—20)% increased Movement Speed while Ignited Speed | ||
| of Amanamu | 65 | Abyss | Suffix | (20—30)% reduced Ignite Duration on you amanamu Elemental Fire Ailment | boots 1 belt 1 default 0 amanamu_mod 1 |
| Amanamu's | 65 | Abyss | Prefix | (20—30)% increased Magnitude of Ignite if you've consumed an Endurance Charge Recently amanamu Ailment | ring 1 default 0 amanamu_mod 1 |
| Amanamu's | 65 | Abyss | Prefix | (86—99)% increased Fire Damage (14—23)% increased Ignite Magnitude amanamu Elemental Fire Ailment | warstaff 1 default 0 amanamu_mod 1 |
Item /6
Runemastered Gothic Quarterstaff
Fire Damage: 118-196
Critical Hit Chance: 12%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 55, 76 Dex, 31 Int
local weapon implicit hidden % base damage is fire [100]
Ignites you inflict deal Damage (30—40)% faster
Thane Myrk's Rune of Summer
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Legacy of Ashrend
Limited to: 1 Aldur's Legacy
Requires: Level 65
Unique /21
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 16, 25 Dex
(80—100)% increased Evasion Rating
+(15—25)% to Fire Resistance
30% increased Light Radius
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 11, 21 Dex
+(40—60) to maximum Life
+(10—20) to Strength
+(30—40)% to Fire Resistance
Cannot be Ignited
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 16, 13 Str, 13 Int
Curses you inflict are reflected back to you
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 10, 10 Str, 10 Int
10% reduced Movement Speed
+100 to maximum Life
(35—50)% reduced Effect of Chill on you
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 45, 41 Str, 41 Int
(50—100)% increased Energy Shield Recharge Rate
(25—35) Life Regeneration per second
(30—50)% reduced Ignite Duration on you
(30—50)% reduced Duration of Bleeding on You
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 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 42
+(12—16)% to Fire and Cold Resistances
+(10—20)% to Fire and Cold Resistances
Regenerate (1—2)% of maximum Life per second while Ignited
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Chilled Ground
as being boosted by Chilled Ground
Requires: Level 42
+(12—16)% to Fire and Lightning Resistances
+(10—20)% to Fire and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
as being boosted by Ignited Ground
Requires: Level 42
(10—20)% increased Damage for each type of Elemental Ailment on Enemy
Wind Skills which can be boosted by Elemental Ground Surfaces can be boosted by multiple Elemental Ground Surfaces
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited, Shocked, and Chilled Ground
as being boosted by Ignited, Shocked, and Chilled Ground
Requires: Level 45, 80 Dex
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
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
Timeless Jewel Passive /2
base chance to ignite % [3,6]
Timeless Jewel Passive Additions /2
| Faction | Category | Show Full Descriptions | Code |
|---|---|---|---|
| Vaal | Notable | base chance to ignite % [3,6] | vaal_small_chance_to_ignite |
| Karui | Notable | Ignites you inflict deal Damage 10% faster | karui_notable_add_faster_burn |
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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.










































