Ignited
Debuff inflicts [Fire] damage over time
base_ignite_damage_taken_per_minute
Attribute /4
ignited
Key | Value |
---|---|
BuffIcon | ![]() |
BuffGroupsID | 29 |
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 /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.
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

(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased chance to Ignite
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(10–15) to Spirit
(10–15)% increased Rarity of Items found
(15–30)% increased Mana Regeneration Rate
+(1–4) to Level of all Fire Skills
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
Curses you inflict are reflected back to you
No Physical Damage
+(30–50) to Accuracy Rating
+20% to Fire Resistance
100% increased chance to Ignite
30% increased Light Radius
+(20–30)% to Fire Resistance
(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Lightning Exposure on Critical Hit
(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
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
use unique blackflame ignite effect [1]
Used when you become Ignited
(20–25)% Chance to gain a Charge when you Kill an Enemy
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 any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
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.
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
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.
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.
15% increased Fire Damage
25% increased chance to Ignite
25% increased Freeze Buildup
25% increased chance to Shock
25% increased Electrocute Buildup
Ascendancy: Infernalist
Character: Witch
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
50% more Critical Damage Bonus
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
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.
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
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.
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
Support Gem /11
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
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 |
of Ignition | 15 | Suffix | (51–60)% increased chance to Ignite | no_fire_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Scorching | 30 | Suffix | (61–70)% increased chance to Ignite | no_fire_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Incineration | 45 | Suffix | (71–80)% increased chance to Ignite | no_fire_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Combustion | 60 | Suffix | (81–90)% increased chance to Ignite | no_fire_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
of Conflagration | 75 | Suffix | (91–100)% increased chance to Ignite | no_fire_spell_mods 0 wand 1 staff 1 trap 1 default 0 |
1 | Corrupted | (20–30)% increased chance to Ignite | staff 1 wand 1 |
Monsters mods /21
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Ignition | 12 | Suffix | Hits always Ignite All Damage from Hits Contributes to Ignite Chance and Magnitude | |
of Ignition | 1 | Suffix | Hits always Ignite All Damage from Hits Contributes to Ignite Chance and Magnitude | |
1 | Unique | 100% increased chance to Shock active skill ignite effect +% final [33] | ||
1 | Unique | Always Ignite elemental fire ailment | ||
1 | Unique | 50% chance to Ignite 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 | ||
1 | Unique | 50% chance to Ignite Gain 20% of Physical Damage as Extra Fire Damage bleed damage physical elemental fire ailment | ||
Arsonist's Touch | 1 | Torment | +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 Grip | 1 | Torment | +40% to Fire Resistance 25% chance to Ignite Gain 60% of Physical Damage as Extra Fire Damage bleed damage physical elemental fire resistance ailment | |
1 | Unique | ignite art variation [1] | ||
1 | Unique | ignite art variation [2] | ||
1 | Unique | 25% chance to Ignite elemental fire ailment | ||
Three Hands Talisman | 1 | Talisman | 50% 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 | |
1 | Unique | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] bleed poison physical elemental fire chaos attack ailment | ||
1 | Unique | Always 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 | ||
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 | ||
1 | Unique | Monsters have 100% increased Freeze Buildup Monsters have 100% increased Ignite Chance Monsters have 100% increased Shock Chance |
Delve Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | 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 [20] map ground effect radius [14] damage elemental fire | ||
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 | ||
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 | ||
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 |
Heist Area mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Conflagrating | 46 | Prefix | 10% 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 Flames | 46 | Suffix | 10% 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 Flames | 68 | Suffix | 10% 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 Flames | 73 | Suffix | 10% 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 Flames | 78 | Suffix | 10% 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
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you become Ignited | ||
of Damping | 6 | Flask | Suffix | Grants Immunity to Ignite for (6–8) seconds if used while Ignited Removes all Burning when used | |
of the Urchin | 6 | Flask | Suffix | (45–49)% less Duration Immunity to Ignite during Effect Removes Burning on use | |
Incandescent | 1 | Strongbox | Prefix | Ignites you when activated | |
of Suffering | 1 | Jewel | Suffix | (5–10)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailment | dexjewel 1 default 0 |
of Ignition | 1 | Jewel | Suffix | (10–20)% increased chance to Ignite | strjewel 1 intjewel 1 default 0 |
Burning | 1 | Jewel | Prefix | (5–15)% increased Magnitude of Ignite you inflict | strjewel 1 intjewel 1 default 0 |
of Suffering | 1 | Jewel | Suffix | (3–5)% increased Duration of Ignite, Shock and Chill on Enemies elemental ailment | dex_radius_jewel 1 default 0 |
of Ignition | 1 | Jewel | Suffix | (2–3)% increased chance to Ignite | str_radius_jewel 1 int_radius_jewel 1 default 0 |
Burning | 1 | Jewel | Prefix | (3–7)% increased Magnitude of Ignite you inflict | str_radius_jewel 1 int_radius_jewel 1 default 0 |
1 | Jewel | Unique | (4–6)% reduced Ignite Duration on you elemental fire ailment | ||
1 | Jewel | Unique | 2% chance to Ignite elemental fire ailment | ||
Dousing FIX ME | 1 | Jewel | Unique | (6–8)% chance to Avoid being Ignited elemental fire ailment | |
FIX ME | 1 | Jewel | Unique | (2–3)% chance to Ignite elemental fire ailment | |
of Immolation | 1 | Jewel | Unique | (3–5)% increased Ignite Duration on Enemies elemental fire ailment | |
of the Flameruler | 1 | Jewel | Unique | (30–35)% reduced Ignite Duration on you elemental fire ailment | |
of Burning | 1 | Jewel | Unique | (3–5)% chance to Ignite (6–8)% increased Ignite Duration on Enemies elemental fire ailment | |
1 | Jewel | Unique | (10–20)% increased Movement Speed while Ignited speed | ||
1 | ExpeditionRelic | Prefix | Monsters have 100% increased Freeze Buildup Monsters have 100% increased chance to Ignite Monsters have 100% increased chance to Shock |
Item /1
Unique /18
+(30–50)% to Fire Resistance
(30–50)% reduced Ignite Duration on you

(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased chance to Ignite
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(10–15) to Spirit
(10–15)% increased Rarity of Items found
(15–30)% increased Mana Regeneration Rate
+(1–4) to Level of all Fire Skills
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
Curses you inflict are reflected back to you
No Physical Damage
+(30–50) to Accuracy Rating
+20% to Fire Resistance
100% increased chance to Ignite
30% increased Light Radius
+(20–30)% to Fire Resistance
(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
(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
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
use unique blackflame ignite effect [1]

Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
Used when you become Ignited
(20–25)% Chance to gain a Charge when you Kill an Enemy
Passive /16
Ascendancy Passive /3
Ascendancy: Infernalist
Character: Witch
Ascendancy: Infernalist
Character: Witch
Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
50% more Critical Damage Bonus
Timeless Jewel Passive /3



Stormtossed Voyager
Kalguuran Notable
+2% to Maximum Lightning Resistance
10% reduced Ignite Duration on you
Timeless Jewel Passive Additions /2
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (3–6)% chance to Ignite | vaal_small_chance_to_ignite |
Karui | Notable | Ignites you inflict deal Damage 10% faster | karui_notable_add_faster_burn |
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.