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Ignited Ground
ignited_ground
Attribute /4

ignited_ground

NameShow Full Descriptions
IsInvisible1
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID1
Buff Related /2
tblcodemod
GroundEffectTypesIgnitedGround
GroundEffectTypesOil
IgnitedGround Ref /17
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.
BirthOfFury
Requires: Level 33, 45 Str
20% increased Movement Speed
+(4060) to maximum Life
+(2030)% 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
DousingUniqueCharm
Requires: Level 32
Used when you become Ignited
(2025)% 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
BereksRespite
Requires: Level 42
+(1216)% to Fire and Lightning Resistances
+(1020) to Strength and Dexterity
+(1020)% to Fire and Lightning Resistances
(1525)% increased Critical Damage Bonus while Shocked
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Ignited Ground
TheTaming
Requires: Level 42
+(710)% to all Elemental Resistances
+(1020)% to all Elemental Resistances
(1020)% 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
SorceressIncinerate
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.
SorceressBallLightning
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.
OilGrenade
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
HuntressRemoteMineSpear
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.
SolarisSpearSkillIcon
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.
DruidWalkingCalamity
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.
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
Enemies standing on Chilled Ground take 25% increased Fire Damage
Enemies standing on Ignited Ground take 25% increased Cold Damage
Flammability
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.

Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.

The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.

Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.

Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.

Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Elemental Ground Surfaces
Elemental Ground Surfaces include Shocked Ground, Chilled Ground, and Ignited Ground.
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.
Oil Ground
Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure.

Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.
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