Fire Damage
10% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDignite_mitigation1
IconArt/2DArt/SkillIcons/passives/firedamagestr.png
PassiveSkillsHash32845
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
10% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDwarcries43
IconArt/2DArt/SkillIcons/passives/firedamage.png
PassiveSkillsHash50228
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
10% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDwarcries46
IconArt/2DArt/SkillIcons/passives/firedamage.png
PassiveSkillsHash53804
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire1_
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash47191
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire2
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash3601
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
Fire Damage
non_skill_base_physical_damage_%_to_gain_as_fire
Attribute /4

strdex_mission_fire_damage

NameShow Full Descriptions
IsInvisible1
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID2
Codenon skill base physical damage % to gain as fire
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics1
Fire Damage
You deal a percentage of your Physical Damage as additional Fire Damage
non_skill_base_physical_damage_%_to_gain_as_fire
Attribute /4

added_fire_damage

NameShow Full Descriptions
IsInvisible1
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID3
Codenon skill base physical damage % to gain as fire
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics1
fire GemTags /105
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Cause a Corpse to violently explode, damaging surrounding enemies.
Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
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.
Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
Curse all targets in an area after a short delay, lowering their Fire Resistance.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
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.
Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Perform a Warcry, Empowering subsequent Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
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.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
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.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
Supports any skill that Hits enemies, making it more likely to Ignite.
Supports any skill that Hits enemies, making it more likely to Ignite.
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.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
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.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
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.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to create an explosion, granting you an Endurance Charge.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
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.
While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
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.
Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
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.
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
Replaces your dodge roll with an explosive-assisted leap, firing off a round from your prosthetic cannon leg that Blinds and Ignites enemies in the area you escape from. The explosion will cause any Grenades in its area of effect to also explode.
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.
Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
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. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
Launch a fiery Projectile towards a target.
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.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
Supports Fire skills, granting them an additional level. Does not support skills which do not have levels.
Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
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.
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
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.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
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 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 Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
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 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 Melee Skills that leap into the air, causing them to create Fissures when you land. Cannot Support Totem Skills, and does not modify Skills used by Minions.
Supports Fire Spell Skills. You have a chance to gain Flame Archon when Igniting with Supported Skills.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
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.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
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.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Fire Damage
(7–12)% increased Fire Damage
Fire Damage Attr /6
NameValue
SourceTimeless Jewel
Codevaal_small_fire_damage
IconArt/2DArt/SkillIcons/passives/VaalOffensive.png
NameFire Damage
Weight75
Stats
  • fire_damage_+% Min: 0 Max: 0
  • Fire Ref /115
    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.
    +(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
    local weapon implicit hidden % base damage is fire [50]
    Adds (4–6) to (8–10) Physical Damage
    Adds (4–6) to (8–10) Fire Damage
    +(10–20) to Strength
    +(20–30)% to Fire Resistance
    Hits Break (30–50) Armour
    Inflicts Fire Exposure when this Weapon Fully Breaks Armour
    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
    +(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
    (100–150)% increased Evasion Rating
    +300 to maximum Life
    25% reduced Attribute Requirements
    100% of Fire Damage from Hits taken as Physical Damage
    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
    Gain (5–10)% of Elemental Damage as Extra Cold Damage
    Gain (5–10)% of Elemental Damage as Extra Fire Damage
    Gain (5–10)% of Elemental Damage as Extra Lightning Damage
    (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
    (50–70)% increased Evasion Rating
    +(60–100) to maximum Mana
    +(20–30)% to Fire Resistance
    +(20–30)% to Cold Resistance
    Gain 1% of Cold damage as Extra Fire damage per 1% Chill Magnitude on enemy
    (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
    No Physical Damage
    Adds (25–32) to (40–50) Fire Damage
    +(30–50) to Accuracy Rating
    100% increased Flammability Magnitude
    30% increased Light Radius
    Adds 3 to 5 Fire damage to Attacks
    Adds (3–5) to (6–9) Fire damage to Attacks
    +(30–50) to maximum Mana
    50% increased 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
    +(20–30)% to Fire Resistance
    +(40–60) to maximum Life
    +(20–30)% to Fire Resistance
    (-15–-10)% to Cold Resistance
    You take Fire Damage instead of Physical Damage from Bleeding
    Grants Skill: Parry
    (100–300)% increased Evasion Rating
    +2 to Level of all Cold Skills
    +1 to Level of all Fire Skills
    +3 to Level of all Lightning Skills
    Grants Skill: Raise Shield
    (100–150)% increased Armour
    +(30–40)% to Fire Resistance
    +(23–29)% to Chaos Resistance
    +(150–200) to Stun Threshold
    Gain 1% of damage as Fire damage per 1% Chance to Block
    Grants Skill: Level 8 Purity of Fire
    Gain (40–60)% of Damage as Extra Fire Damage
    Allies in your Presence Gain (20–30)% of Damage as Extra Fire Damage
    Allies in your Presence Regenerate (2–3)% of their Maximum Life per second
    Enemies in your Presence Resist Elemental Damage based on their Lowest Resistance
    +20 to maximum Energy Shield
    +(10–20) to Intelligence
    +(5–15)% to Fire Resistance
    +(5–15)% to Cold Resistance
    100% of Fire Damage Converted to Cold Damage
    +(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: Level 8 Purity of Fire
    Gain 25% of Damage as Extra Fire Damage
    Allies in your Presence deal (15–23) to (28–35) added Attack Fire Damage
    50% of your Base Life Regeneration is granted to Allies in your Presence
    +(20–30) to Strength
    25% increased Light Radius
    Grants effect of Guided Meteoric Shrine
    (10–20)% increased Rarity of Items found
    +(10–20) to all Attributes
    Fire Resistance is unaffected by Area Penalties
    You can only Socket Ruby Jewels in this item
    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
    (50–100)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Strength
    +(20–30) to Dexterity
    +(30–50)% to Lightning Resistance
    100% of Fire damage Converted to Lightning damage
    Grants Skill: Level 12 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
    Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Consume a Corpse to create a volatile core that seeks out enemies and Ignites enemies near it. The core explodes at the end of its duration.
    Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
    Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
    Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
    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.
    Supports any skill that Hits enemies, making those Hits ignore enemy Fire resistance.
    Curse all targets in an area after a short delay, lowering their Fire Resistance.
    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.
    Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
    Channel to build destructive energy around you. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
    Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
    Lob a fiery orb that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. The number of Chains is refreshed when passing through a Flame Wall.
    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.
    Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
    [DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
    Create a volcano that fires projectiles around it. Channelling the skill causes it to fire more projectiles and deal more damage when it first erupts. Any Slam near the volcano causes it to erupt, firing projectiles.
    [DNT-UNUSED] Make alot of fire
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
    Fires an arrow that embeds where it lands for a short duration. At the end of the duration, the arrow explodes in spectral flame, turning it to ashes and damaging enemies, with a high chance to Ignite. Igniting any enemy with the Explosion also applies Ignite to enemies within range.
    Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited. Flameblast can target a Solar Orb to be centred on the Orb instead of your location.
    Launch a large ball of Fire which explodes on impact. The explosion Consumes a Fire Infusion if possible to launch a ring of smaller firebolts.
    Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
    While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
    Detonate an allied Minion whose current Life is below a threshold, dealing heavy Attack damage to nearby enemies.
    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.
    Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
    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.
    Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.
    Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
    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.
    Supports Fire skills, granting them an additional level. Does not support skills which do not have levels.
    Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a ring of mini Grenades that explode when they come to a stop.
    Supports Crossbow Skills, granting them more damage for each bolt reloaded by that Skill in the last 8 seconds.
    Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
    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.
    Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
    Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
    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.
    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.
    While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
    Lesser Essence of Flames
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (4–6) to (7–10) Fire Damage
    Two Handed Melee Weapon or Crossbow: Adds (6–9) to (10–16) Fire Damage
    Essence of Flames
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (20–24) to (32–37) Fire Damage
    Two Handed Melee Weapon or Crossbow: Adds (30–37) to (45–56) Fire Damage
    Greater Essence of Flames
    Stack Size: 1 / 10
    Upgrades a Magic item to a Rare item, adding a guaranteed modifier
    One Handed Melee Weapon or Bow: Adds (35–44) to (56–71) Fire Damage
    Two Handed Melee Weapon or Crossbow: Adds (56–70) to (84–107) Fire Damage
    Perfect Essence of Flames
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    One Handed Melee Weapon or Bow: Gain (15–20)% of Damage as Extra Fire Damage
    Two Handed Melee Weapon or Crossbow: Gain (25–33)% of Damage as Extra Fire Damage
    Perfect Essence of Insulation
    Stack Size: 1 / 10
    Removes a random modifier and augments a Rare item with a new guaranteed modifier
    Belt: (26–30)% of Fire Damage taken Recouped as Life
    Xoph's Catalyst
    Stack Size: 1 / 10
    Adds quality that enhances Fire modifiers on a ring or amulet
    Replaces other quality types
    Desert Rune
    Stack Size: 1 / 10
    Requires: Level 15
    Martial Weapons: Adds 7 to 11 Fire Damage
    Wand or Staff: Gain 8% of Damage as Extra Fire Damage
    Lesser Desert Rune
    Stack Size: 1 / 10
    Martial Weapons: Adds 4 to 6 Fire Damage
    Wand or Staff: Gain 6% of Damage as Extra Fire Damage
    Greater Desert Rune
    Stack Size: 1 / 10
    Requires: Level 30
    Martial Weapons: Adds 13 to 16 Fire Damage
    Wand or Staff: Gain 10% of Damage as Extra Fire Damage
    Thane Myrk's Rune of Summer
    Stack Size: 1 / 10
    Requires: Level 50
    Martial Weapons: Adds 23 to 34 Fire Damage
    Place into an empty Rune Socket in a Martial Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Topotante's Soul Core of Dampening
    Stack Size: 1 / 10
    Requires: Level 50
    Gloves: +30% of Armour also applies to Fire Damage
    Place into an empty Rune Socket in a pair of Gloves to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
    Fire Quiver
    Requires: Level 8
    Adds 3 to 5 Fire damage to Attacks
    Ruby Charm
    Lasts 4 Second
    Consumes 20 of 40 Charges on use
    Currently has 40 Charges
    Requires: Level 5
    Used when you take Fire damage from a Hit
    +30% of Armour also applies to Fire Damage
    30% reduced Magnitude of Ignite on you
    50% increased Armour while Ignited
    50% increased Fire Damage while Ignited
    Gain 5% of Damage as Extra Fire Damage
    5% of Physical Damage taken as Fire Damage
    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%
    Empowered Attacks deal 20% increased Damage
    Enemies you kill with Empowered Attacks have a 10% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
    Empowered Attacks Gain 15% of Physical Damage as Extra Fire damage
    25% increased Fire Damage
    15% increased Ignite Duration on Enemies
    15% increased Fire Damage
    10% increased Ignite Magnitude
    15% increased Area of Effect
    Burning Enemies you kill have a 5% chance to Explode, dealing a
    tenth of their maximum Life as Fire Damage
    Gain 8% of Damage as Extra Fire Damage
    Gain 12% of Physical Damage as Extra Fire Damage
    20% increased Freeze Buildup
    Gain 25% of Cold Damage as Extra Fire Damage against Frozen Enemies
    40% increased Cold Damage while affected by Herald of Ice
    40% increased Fire Damage while affected by Herald of Ash
    40% increased Lightning Damage while affected by Herald of Thunder
    Gain 25% of Physical Damage as Extra Fire Damage against Heavy Stunned Enemies
    15% increased effect of Fully Broken Armour
    Fully Broken Armour effects also apply to Fire Damage Taken from Hits
    Gain 4% of Damage as Extra Fire Damage for
    every different Grenade fired in the past 8 seconds
    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 25% of Physical Damage from Hits taken as Fire Damage
    Ascendancy: Infernalist
    Character: Witch
    20% of Cold Damage taken as Fire Damage
    Ascendancy: Infernalist
    Character: Witch
    Maximum Mana is replaced by twice as much Maximum Infernal Flame
    Gain Infernal Flame instead of spending Mana for Skill costs
    Take maximum Life and Energy Shield as Fire Damage when Infernal Flame reaches maximum
    Lose all Infernal Flame on reaching maximum Infernal Flame
    25% of Infernal Flame lost per second if none was gained in the past 2 seconds
    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
    Ascendancy: Infernalist
    Character: Witch
    While on High Infernal Flame, you and Allies in your
    Presence Gain 50% of Damage as Fire Damage
    100% increased chance for Essences found in your Maps to add Ally modifiers
    100% increased chance for Essences found in your Maps to add Caster modifiers
    100% increased chance for Essences found in your Maps to add Cold modifiers
    100% increased chance for Essences found in your Maps to add Fire modifiers
    100% increased chance for Essences found in your Maps to add Lightning modifiers
    Edit

    Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.