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

ignited

NameShow Full Descriptions
BuffIcon
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID13
Codebase ignite damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Ignite Ref /85
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.
+(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 Solar Orb
(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased Flammability Magnitude
100% increased Ignite Magnitude
(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
(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 Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes 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 Magnitude of Ignite on you
(35–50)% reduced effect of Shock on you
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 Flammability Magnitude
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
(25–35) Life Regeneration per second
(50–100)% increased Energy Shield Recharge Rate
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(30–50)% reduced Duration of Bleeding on You
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% increased Ignite Magnitude
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
use unique blackflame ignite effect [1]
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
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76–98) to (126–193) Fire Damage
(30–50)% increased Flammability Magnitude
(10–20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger 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.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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 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 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.
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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
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 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 its Ignites to last longer.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
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.
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.
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.
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
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.
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 Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
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 Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
[DNT] Hunt em down
Supports any Skill you use yourself which can cause Damaging Hits. Supported Skills Consume Ignite on Hit to create pillars of flame, but cannot themselves inflict Ignite. Cannot Support Skills which already Consume Ignite, and does not modify the Skills of Minions.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
[DNT] Empowers your next Ranged Attack on consuming an Owl Feather to grant it two additional Projectiles.
Channel to imbue your armour with runic wards. The runes protect you for a limited number of Hits and deal your Thorns damage to attackers.
Conjure an abyssal scythe that sweeps across the targeted area, dealing Fire damage to enemies and Consuming Ignite to create pillars of flame. Cannot be Triggered.
[DNT] An Edict, but flawed.
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
Immune to Chill if a majority of your Socketed Support Gems are Blue
Immune to Ignite if a majority of your Socketed Support Gems are Red
Immune to Shock if a majority of your Socketed Support Gems are Green
+30% of Armour also applies to Fire Damage
30% reduced Magnitude of Ignite on you
25% reduced Ignite Duration on you
50% increased Armour while Ignited
50% increased Fire Damage while Ignited
50% reduced Magnitude of Ignite on you
Enemies Ignited by you permanently take 1% increased Fire Damage for each second they have ever been Ignited by you, up to a maximum of 10%
Ignites you cause are reflected back to you
40% reduced Magnitude of Ignite on you
20% increased Ignite Magnitude
20% increased Ignite Duration on Enemies
40% increased Flammability Magnitude
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
15% increased Fire Damage
10% increased Ignite Magnitude
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
40% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
20% chance to gain Flame Archon when you Ignite an Enemy
Immune to Ignite while affected by Flame Archon
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
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 Flammability and Ignite Magnitudes
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.

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 /14
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger 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.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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. 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.
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, 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.
[DNT] Hunt em down
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
[DNT] Empowers your next Ranged Attack on consuming an Owl Feather to grant it two additional Projectiles.
Channel to imbue your armour with runic wards. The runes protect you for a limited number of Hits and deal your Thorns damage to attackers.
Conjure an abyssal scythe that sweeps across the targeted area, dealing Fire damage to enemies and Consuming Ignite to create pillars of flame. Cannot be Triggered.
[DNT] An Edict, but flawed.
Skill Gem Quality /4
(0–20)% increased Ignite Magnitude
An additional +(0–5)% of Overkill damage contributes to base Ignite damage
Throw additional Projectiles at up to (0–2) Ignited Enemies
(0–2)% chance per Power to spawn a Cold Remnant on
Freezing a target
(0–2)% chance to spawn a Fire Remnant on
Igniting a non-Ignited target
(0–2)% chance to spawn a Lightning Remnant on
Shocking a non-Shocked target
Support Gem /29
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 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 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 and causing inflicted Ignites to deal their damage more quickly.
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 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 its Ignites to last longer.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical Hit.
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.
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
Supports Skills which Trigger other Skills. Skills Triggered by Supported Skills have their Damage, Area of Effect, and Projectile Speed randomly raised or lowered when Triggered, as well as recovering a random amount of their cost when Triggered.
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 Projectile Skills and Skills which can Chain. Supported Skills always Chain when initially Hitting a Shocked Enemy, but cannot themselves inflict Shock. Does not support Skills which cannot Chain.
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 Melee Attack Skills you use yourself. Insufficient Mana doesn't prevent Supported Skills from being used while Surrounded.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Supports Attack Skills you use yourself which can cause Damaging Hits. Supported Skills Consume Bleeding on Hit to create explosive blood-filled crystals, but cannot themselves inflict Bleeding. Cannot Support Skills which already Consume Bleeding.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports Melee Attack Skills you use yourself or that you Trigger. Killing Blows with Supported Skills on Bleeding enemies create a Blood Remnant. Blood Remnants increase your Life regeneration rate for a short while after being collected.
Supports any Skill you use yourself which can cause Damaging Hits. Supported Skills Consume Ignite on Hit to create pillars of flame, but cannot themselves inflict Ignite. Cannot Support Skills which already Consume Ignite, and does not modify the Skills of Minions.
Supports Crossbow Ammunition Skills. Supported Skills have significantly higher Attack speed and bolt capacity, but deal less damage and have longer reload time.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Item mods /5
NameLevelPre/SufDescriptionWeight
of Damping21(36–40)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quashing37(41–45)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quelling50(46–50)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quenching64(51–55)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Dousing76(56–60)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
Monsters mods /20
NameLevelPre/SufDescriptionWeight
of Ignition12Hits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
of Ignition1Hits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
1100% increased chance to Shock
active skill ignite effect +% final [33]
1Always Ignite Elemental Fire Ailment
150% chance to Ignite Elemental Fire Ailment
1100% chance to Avoid being Ignited Elemental Fire Ailment
1100% 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
1Avoids Ignited
100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1Avoids Frozen
Avoids Chilled
Avoids Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1Avoids Frozen
Avoids Chilled
100% chance to Avoid being Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
150% chance to Ignite
Gain 20% of Physical Damage as Extra Fire Damage
Damage Physical Elemental Fire Ailment
Arsonist's Touch1+25% to Fire Resistance
10% chance to Ignite
Gain 25% of Physical Damage as Extra Fire Damage
Damage Physical Elemental Fire Resistance Ailment
Arsonist's Grip1+40% to Fire Resistance
25% chance to Ignite
Gain 60% of Physical Damage as Extra Fire Damage
Damage Physical Elemental Fire Resistance Ailment
1ignite art variation [1]
1ignite art variation [2]
125% chance to Ignite Elemental Fire Ailment
Three Hands Talisman150% chance to Ignite
50% chance to Freeze
50% chance to Shock
Gain 30% of Physical Damage as Extra Damage of a random Element
Damage Physical Elemental Fire Cold Lightning Ailment
1self bleed duration +% final [-50]
self ignite duration +% final [-50]
self poison duration +% final [-50]
Physical Elemental Fire Chaos Attack Ailment
1Always Ignite
Gain 50% of Physical Damage as Extra Fire Damage
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
Damage Physical Elemental Fire Ailment
150% 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
Delve Area mods /4
NameLevelPre/SufDescriptionWeight
1Area 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
52Area 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
173Area 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
92All 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
Conflagrating4610% 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 Flames4610% 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 Flames6810% 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 Flames7310% 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 Flames7810% 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
1FlaskUsed when you become Ignited
of Damping6FlaskGrants Immunity to Ignite for (6–8) seconds if used while Ignited
Removes all Burning when used
of the Urchin6Flask(45–49)% less Duration
Immunity to Ignite during Effect
Removes Burning on use
Incandescent1StrongboxIgnites you when activated
of Suffering1Jewel(5–10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdexjewel 1
default 0
Burning1Jewel(5–15)% increased Ignite Magnitudestrjewel 1
intjewel 1
default 0
of Suffering1Jewel(3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdex_radius_jewel 1
default 0
Burning1Jewel(3–7)% increased Ignite Magnitudestr_radius_jewel 1
int_radius_jewel 1
default 0
1Jewel(4–6)% reduced Ignite Duration on you Elemental Fire Ailment
1Jewel2% chance to Ignite Elemental Fire Ailment
Dousing FIX ME1Jewel(6–8)% chance to Avoid being Ignited Elemental Fire Ailment
FIX ME1Jewel(2–3)% chance to Ignite Elemental Fire Ailment
of Immolation1Jewel(3–5)% increased Ignite Duration on Enemies Elemental Fire Ailment
of the Flameruler1Jewel(30–35)% reduced Ignite Duration on you Elemental Fire Ailment
of Burning1Jewel(3–5)% chance to Ignite
(6–8)% increased Ignite Duration on Enemies
Elemental Fire Ailment
1Jewel(10–20)% increased Movement Speed while Ignited Speed
of Amanamu65Abyss(20–30)% reduced Ignite Duration on you amanamu Elemental Fire Ailment
Amanamu's65Abyss(20–30)% increased Magnitude of Ignite if you've consumed an Endurance Charge Recently amanamu Ailment
Amanamu's65Abyss(86–99)% increased Fire Damage
(14–23)% increased Ignite Magnitude
amanamu Elemental Fire Ailment
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 /17
+(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 Solar Orb
(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased Flammability Magnitude
100% increased Ignite Magnitude
(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
(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 Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes 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 Magnitude of Ignite on you
(35–50)% reduced effect of Shock on you
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 Flammability Magnitude
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
(25–35) Life Regeneration per second
(50–100)% increased Energy Shield Recharge Rate
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(30–50)% reduced Duration of Bleeding on You
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% increased Ignite Magnitude
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
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
Creates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500% of your maximum Life
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76–98) to (126–193) Fire Damage
(30–50)% increased Flammability Magnitude
(10–20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
Passive /23
Immune to Chill if a majority of your Socketed Support Gems are Blue
Immune to Ignite if a majority of your Socketed Support Gems are Red
Immune to Shock if a majority of your Socketed Support Gems are Green
+30% of Armour also applies to Fire Damage
30% reduced Magnitude of Ignite on you
25% reduced Ignite Duration on you
50% increased Armour while Ignited
50% increased Fire Damage while Ignited
50% reduced Magnitude of Ignite on you
Enemies Ignited by you permanently take 1% increased Fire Damage for each second they have ever been Ignited by you, up to a maximum of 10%
Ignites you cause are reflected back to you
40% reduced Magnitude of Ignite on you
20% increased Ignite Magnitude
20% increased Ignite Duration on Enemies
40% increased Flammability Magnitude
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
15% increased Fire Damage
10% increased Ignite Magnitude
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
40% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
20% chance to gain Flame Archon when you Ignite an Enemy
Immune to Ignite while affected by Flame Archon
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
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 Flammability and Ignite Magnitudes
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 /2
Ignite Chance
Vaal Passive
(3–6)% chance to Ignite
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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