Skill Gem /12
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
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.
While active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.
While active, scatters caltrops in your wake when you dodge.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Skill Gem Quality /1
Blessing recovers (0–40) Life and removes Curses and Elemental Ailments
Support Gem /25
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
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 Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
[DNT-UNUSED] Stun CDR
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Monsters mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Enemies Taunted by you deal 30% less Damage with Hits and Ailments against other targets | |||
1 | Monsters have (80–100)% increased Ailment Threshold Monsters have (80–100)% increased Stun Threshold | |||
Ox-Touched | 1 | 100% increased Elemental Ailment Threshold 50% reduced Slowing Potency of Debuffs on You monster additional strength ratio % for armour [100] | ||
Hunted by the Raging Ox | 1 | 100% increased Elemental Ailment Threshold 50% reduced Slowing Potency of Debuffs on You dropped items are converted to str items [1] monster additional strength ratio % for armour [100] | ||
Spirit Of The Ox | 1 | 60% increased Armour 60% increased Elemental Ailment Threshold 50% reduced Slowing Potency of Debuffs on You |
Delve Area mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Monsters have 30% chance to Avoid Elemental Ailments 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Elemental Fire Cold Lightning Ailment | |||
52 | Monsters have 40% chance to Avoid Elemental Ailments 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Elemental Fire Cold Lightning Ailment | |||
173 | Monsters have 50% chance to Avoid Elemental Ailments 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Elemental Fire Cold Lightning Ailment | |||
1 | Monsters have a (10–15)% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size Elemental Fire Cold Lightning Ailment | |||
52 | Monsters have a (16–25)% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size Elemental Fire Cold Lightning Ailment | |||
173 | Monsters have a (26–35)% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size Elemental Fire Cold Lightning Ailment |
Heist Area mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Empowered | 73 | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area Monsters have a 15% chance to cause Elemental Ailments on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] Ailment | ||
Empowered | 78 | 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area Monsters have a 20% chance to cause Elemental Ailments on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] Ailment | ||
of Insulation | 46 | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Monsters have 30% chance to Avoid Elemental Ailments heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Cold Lightning Ailment | ||
of Insulation | 73 | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Monsters have 50% chance to Avoid Elemental Ailments heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Cold Lightning Ailment | ||
of Insulation | 78 | 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Monsters have 70% chance to Avoid Elemental Ailments heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Cold Lightning Ailment |
Misc mods /29
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
of Ailing | 1 | Jewel | (5–15)% increased chance to inflict Ailments Ailment | dexjewel 1 intjewel 1 default 0 | |
Acrimonious | 1 | Jewel | (5–15)% increased Magnitude of Ailments you inflict Damage Ailment | dexjewel 1 intjewel 1 default 0 | |
of Enduring | 1 | Jewel | (10–20)% increased Elemental Ailment Threshold | dexjewel 1 default 0 | |
Rancorous | 1 | Jewel | (10–20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailment | dexjewel 1 intjewel 1 default 0 | |
of Suffusion | 1 | Jewel | (5–10)% increased Duration of Damaging Ailments on Enemies Ailment | dexjewel 1 intjewel 1 default 0 | |
of Decrepifying | 1 | Jewel | Damaging Ailments deal damage (3–7)% faster Ailment | dexjewel 1 intjewel 1 default 0 | |
of Inuring | 1 | Jewel | Gain additional Ailment Threshold equal to (5–15)% of maximum Energy Shield Ailment | intjewel 1 default 0 | |
of Ailing | 1 | Jewel | (3–7)% increased chance to inflict Ailments Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
Acrimonious | 1 | Jewel | (3–7)% increased Magnitude of Ailments you inflict Damage Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Enduring | 1 | Jewel | (2–3)% increased Elemental Ailment Threshold | dex_radius_jewel 1 default 0 | |
Rancorous | 1 | Jewel | (5–10)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Suffusion | 1 | Jewel | (3–5)% increased Duration of Damaging Ailments on Enemies Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Decrepifying | 1 | Jewel | Damaging Ailments deal damage (2–3)% faster Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 | |
of Inuring | 1 | Jewel | Gain additional Ailment Threshold equal to (1–2)% of maximum Energy Shield Ailment | int_radius_jewel 1 default 0 | |
1 | Jewel | 10% chance to Avoid Elemental Ailments Elemental Fire Cold Lightning Ailment | |||
Decrepifying | 1 | Jewel | Damaging Ailments deal damage (4–6)% faster Ailment | ||
1 | Jewel | Gain 3 Life per Elemental Ailment on Enemies Hit with Attacks Life Attack | |||
1 | Jewel | Gain 3 Life per Elemental Ailment on Enemies Hit with Spells Life Caster | |||
1 | Jewel | 12% chance to Avoid Elemental Ailments per Grand Spectrum number of stackable unique jewels [1] Elemental | |||
1 | Abyss | Conquered Small Passive Skills also grant (3–6)% increased Elemental Ailment Threshold | |||
1 | Abyss | (4–8)% increased chance to inflict Ailments Ailment | |||
1 | Abyss | (6–12)% increased Elemental Ailment Threshold | |||
1 | Abyss | Damaging Ailments deal damage (2–4)% faster Ailment | |||
1 | Abyss | Gain additional Ailment Threshold equal to (4–10)% of maximum Energy Shield Ailment | |||
Lightless | 1 | Abyss | (4–8)% increased Elemental Damage (4–8)% increased Magnitude of Ailments you inflict Elemental Ailment | ||
of Ulaman | 65 | Abyss | (10–20)% increased Magnitude of Ailments you inflict ulaman Damage Ailment | ||
Ulaman's | 65 | Abyss | (31–49)% increased Magnitude of Damaging Ailments you inflict ulaman Ailment | ||
1 | Abyss | (10–20)% increased Duration of Elemental Ailments on Enemies (80–120)% increased Elemental Damage Damage Elemental | |||
1 | ExpeditionRelic | Monsters have 100% increased Elemental Ailment Threshold |
Item /5

Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
No Elemental modifiers

Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
No Physical Ailment or Chaos Ailment modifiers
Wyrmscale Coat
Evasion Rating: 406
Base Movement Speed: -0.03
Requires: Level 75, 121 Dex
(30–40)% increased Elemental Ailment Threshold
Armoured Vest
Evasion Rating: 406
Base Movement Speed: -0.03
Requires: Level 73, 121 Dex
(30–40)% increased Elemental Ailment Threshold
Austere Garb
Evasion Rating: 223
Energy Shield: 84
Base Movement Speed: -0.03
Requires: Level 80, 67 Dex, 67 Int
(10–15)% reduced Elemental Ailment Duration on you
Unique /5
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(100–150) to maximum Life
+(17–23)% to Chaos Resistance
+(200–300) to Ailment Threshold
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 5 seconds
until you take no Damage to Life for 5 seconds
Passive /44
25% increased Damage with One Handed Weapons
28% increased maximum Energy Shield
+5 to all Attributes
10% reduced Duration of Ailments on You
3% increased maximum Life, Mana and Energy Shield
Regenerate 1% of maximum Life per second while affected by any Damaging Ailment
Regenerate 1% of maximum Life per second while stationary
15% increased Flask Effect Duration
15% increased Flask Charges gained
Huntress: 25% increased Elemental Ailment Threshold
Huntress: 25% increased Stun Threshold while on Full Life
20% increased Critical Damage Bonus
15% increased Critical Spell Damage Bonus
20% increased Damage for each type of Elemental Ailment on Enemy
10% increased Duration of Elemental Ailments on Enemies
20% increased Damage for each type of Elemental Ailment on Enemy
50% increased amount of Mana Leeched
20% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
5% reduced Attack Speed
20% increased Duration of Damaging Ailments on Enemies
15% increased Duration of Damaging Ailments on Enemies
Damaging Ailments Cannot Be inflicted on you while you already have one
Damaging Ailments deal damage 12% faster
15% increased Duration of Damaging Ailments on Enemies
50% increased Damage against Demons
50% increased Duration of Ailments on Beasts
50% increased Critical Hit Chance against Humanoids
50% increased Immobilisation buildup against Constructs
can see monster categories [1]
Hits against you have 30% reduced Critical Damage Bonus
15% reduced Duration of Ailments on You
+10 to Strength
Fire Spells Convert 100% of Fire Damage to Chaos Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Ascendancy Passive /8
Ascendancy: Pathfinder
Character: Ranger
Ascendancy: Infernalist
Character: Witch
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Stormweaver
Character: Sorceress
Ascendancy: Stormweaver
Character: Sorceress
Timeless Jewel Passive /6


Jungle Paths
Vaal Notable
(8–10)% chance to Avoid Elemental Ailments
(8–10)% chance to Avoid being Stunned

Cloistered
Templar Notable
Immune to Elemental Ailments while on Consecrated Ground if you have at least 150 Devotion


Runic Tattoos
Kalguuran Notable
30% increased Mana Regeneration Rate
15% increased Elemental Ailment Threshold

Timeless Jewel Passive Additions /3
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | 3% chance to Avoid Elemental Ailments | vaal_small_attack_dodge |
Maraketh | Notable | 10% increased Duration of Elemental Ailments on Enemies | maraketh_notable_add_ailment_duration |
Maraketh | Notable | 10% increased Magnitude of Non-Damaging Ailments you inflict | maraketh_notable_add_ailment_effect |
Community Wiki
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Ailment
- Information about ailments is currently unverified and there are conflicting sources. Use with caution.
- Ailments are status effects that can be applied to enemies through various means
- The chance to inflict ailments depends on the pre-mitigation damage of the hit and the target's ailment threshold.
- The ailment threshold is typically equal to a monster's life. It is adjusted for unique monsters such as bosses. Ailment damage can be scaled multiplicatively using ailment effect modifiers or indirectly by scaling the hit damage.
Bleeding: Damaging Physical
- Deals 70% of base physical hit damage per second for 5 seconds
- Deals 210% damage while target is moving
- Only hits to life can inflict bleeding
- Damage bypasses energy shield
- Does not stack, but multiple instances can exist with only highest damage instance active
- Can be aggravated to always treat target as moving
Poison: Damaging Chaos
- Deals 25% (?) of combined physical and chaos hit damage per second for 2 seconds
- Default maximum stack size is 1
- Damage bypasses energy shield
Ignite: Damaging Fire
- Deals 25% (?) of fire hit damage per second for 4 seconds
- Does not stack, only highest damage instance is active
- 25% base chance to apply per 100% of enemy ailment threshold dealt
Shock: Non-damaging Lightning
- Adds increased damage taken debuff to target
- Does not stack, only highest effect instance is active
- 25% base chance to apply per 100% of enemy ailment threshold dealt
Electrocute: Non-damaging Lightning
- Sets action speed to 0 (immobilizes target)
- Lightning damage cannot inflict electrocute by default
Chill: Non-damaging Cold
- Cold damage from hits contributes to Chill Magnitude which slows enemies up to a maximum of 50% Slow (Slow lasts 2 seconds by default)
- Degree of Chill Magnitude inflicted per hit seems to scale with Cold damage per hit (maybe obvious) and this stacks to 50%.
- All hits that deal cold damage can Chill, without requiring an explicit chance to inflict, given the magnitude meets a minimum threshold
- I.e. low damage hits may still fail to Chill.
Freeze: Non-damaging, Buildup Cold
- Reduces action speed to 0
- Freeze builds up based on cold damage dealt vs ailment threshold
- Each freeze increases target's ailment threshold against future freezes
Stun: Non-damaging, Buildup Physical
- Interrupts target's action when stun buildup exceeds threshold
- Physical and melee damage have higher stun buildup
- Portion of buildup counts towards "Heavy Stun" for longer duration
- Cannot build up stun while target is already stunned
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.