Skill Gem /22
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.
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.
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.
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.
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.
Load your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this Skill again reloads the clip.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
While active, Attacking enemies builds Glory. When you have maximum Glory, you can place an inspiring Banner for a duration with an Aura that grants you and nearby Allies Elemental Ailment Threshold, Maximum Elemental Resistances and Flask charges.
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, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
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.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Skill Gem Quality /1
Blessing recovers (0—40) Life and removes Curses and Elemental Ailments
Support Gem /26
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Supports any Skill which can deal damage. Lightning damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock. Enemies slain while Electrocuted by Supported Skills explode, dealing a percentage of their maximum Life as Lightning damage.
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 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 you use yourself which can deal damage. Supported Skills gain an Energy Shield cost equal to your Intelligence, while also dealing more non-Ailment Damage over time based off of your Intelligence. Cannot support Channelling Skills.
Supports Channelling Skills you use yourself, granting you higher Stun Threshold and Ailment Threshold while Channelling them.
Supports Skills which can Damage Enemies. Enemies affected by Damage over time from Supported Skills which was not caused by a Damaging Ailment have reduced Life regeneration rate. Only the strongest instance of this Debuff will apply. Does not Support Skills used by Minions.
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 you use or Trigger yourself, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
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.
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical and Cold damage based on their Runic Ward cost, in addition to causing Physical damage to Contribute to Freeze buildup. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Item mods /7
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of the Soul | 65 | Suffix | (5—50)% reduced Duration of Ailments on You Physical Elemental Fire Cold Lightning Chaos Ailment | soul 1 default 0 |
| Katla's | 45 | Prefix | (20—25)% increased Magnitude of Ailments you inflict Damage Ailment | decay 1 default 0 |
| Katla's | 75 | Prefix | (26—32)% increased Magnitude of Ailments you inflict Damage Ailment | decay 1 default 0 |
| Katla's | 45 | Prefix | Damaging Ailments deal damage (8—13)% faster | decay 1 default 0 |
| Katla's | 75 | Prefix | Damaging Ailments deal damage (14—20)% faster | decay 1 default 0 |
| of Decay | 45 | Suffix | (10—19)% increased Duration of Damaging Ailments on Enemies Ailment | decay 1 default 0 |
| of Decay | 75 | Suffix | (20—30)% increased Duration of Damaging Ailments on Enemies Ailment | decay 1 default 0 |
Monsters mods /5
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | Unique | Enemies Taunted by you deal 30% less Damage with Hits and Ailments against other targets | ||
| 1 | Unique | Monsters have (80—100)% increased Ailment Threshold Monsters have (80—100)% increased Stun Threshold | ||
| Ox-Touched | 1 | Torment | 50% 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 | Torment | 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 | Torment | 60% increased Armour 60% increased Elemental Ailment Threshold 50% reduced Slowing Potency of Debuffs on You |
Map mods /18
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of the Unwavering | 1 | Suffix | Monsters have (30—39)% increased Ailment Threshold Monsters have (30—39)% increased Stun Threshold Monsters have 13% more Effectiveness 10% more Waystones found in Area | map_key_low 1 default 0 |
| of the Unwavering | 1 | Suffix | Monsters have (50—59)% increased Ailment Threshold Monsters have (40—49)% increased Stun Threshold Monsters have 13% more Effectiveness 10% more Waystones found in Area | map_key_medium 1 default 0 |
| of the Unwavering | 1 | Suffix | Monsters have (70—79)% increased Ailment Threshold Monsters have (60—69)% increased Stun Threshold Monsters have 13% more Effectiveness 10% more Waystones found in Area | map_key_high 1 default 0 |
| of the Unwavering | 1 | Suffix | Monsters have (70—79)% increased Ailment Threshold Monsters have (70—79)% increased Stun Threshold Monsters have 13% more Effectiveness 10% more Waystones found in Area | map_key_highest 1 default 0 |
| of Overpowering | 1 | Suffix | Monster have (60—79)% increased Elemental Ailment Application 11% more Rarity of Items found in this Area 15% more Waystones found in Area | map_key_low 1 default 0 |
| of Overpowering | 1 | Suffix | Monster have (80—99)% increased Elemental Ailment Application 11% more Rarity of Items found in this Area 15% more Waystones found in Area | map_key_medium 1 default 0 |
| of Overpowering | 1 | Suffix | Monster have (100—119)% increased Elemental Ailment Application 11% more Rarity of Items found in this Area 15% more Waystones found in Area | map_key_high 1 default 0 |
| of Overpowering | 1 | Suffix | Monster have (120—130)% increased Elemental Ailment Application 11% more Rarity of Items found in this Area 15% more Waystones found in Area | map_key_highest 1 default 0 |
| of Insulation | 1 | Unique | 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 | low_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| of Insulation | 1 | Unique | 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 | mid_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| of Insulation | 1 | Unique | Monsters have 70% 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 | top_tier_map 1 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
| of Insulation | 1 | Unique | Monsters have 70% chance to Avoid Elemental Ailments 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Elemental Fire Cold Lightning Ailment | top_tier_map 0 maven_map 1 primordial_map 1 default 0 |
| Empowered | 1 | Unique | Monsters have a 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 | mid_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| Empowered | 1 | Unique | Monsters have a 10% 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 | top_tier_map 0 expedition_logbook 1 default 0 |
| Empowered | 73 | Unique | Monsters have a 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 | top_tier_map 0 expedition_logbook 1 default 0 |
| Empowered | 1 | Unique | Monsters have a 20% 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 | top_tier_map 1 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
| Empowered | 1 | Unique | Monsters have a 20% 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 Elemental Fire Cold Lightning Ailment | top_tier_map 0 maven_map 1 primordial_map 1 default 0 |
| Empowered | 78 | Unique | Monsters have a 20% 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 | top_tier_map 0 expedition_logbook 1 default 0 |
Delve Area mods /6
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | DelveArea | 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 | default 1 | |
| 52 | DelveArea | 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 | default 1 | |
| 173 | DelveArea | 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 | default 1 | |
| 1 | DelveArea | 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 | default 1 | |
| 52 | DelveArea | 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 | default 1 | |
| 173 | DelveArea | 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 | default 1 |
Heist Area mods /5
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Empowered | 73 | Prefix | Monsters have a 15% chance to cause Elemental Ailments on Hit map item drop quantity +% [13] map item drop rarity +% [8] heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] Ailment | default 1 |
| Empowered | 78 | Prefix | Monsters have a 20% chance to cause Elemental Ailments on Hit map item drop quantity +% [13] map item drop rarity +% [8] heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] Ailment | default 1 |
| of Insulation | 46 | Suffix | Monsters have 30% chance to Avoid Elemental Ailments map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Cold Lightning Ailment | default 1 |
| of Insulation | 73 | Suffix | Monsters have 50% chance to Avoid Elemental Ailments map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Cold Lightning Ailment | default 1 |
| of Insulation | 78 | Suffix | Monsters have 70% chance to Avoid Elemental Ailments map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Cold Lightning Ailment | default 1 |
Misc mods /32
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| Exploiter's | 1 | Strongbox | Prefix | Guarding Rare Monsters have an additional Ailment Modifier | strongbox_robot_rare_guard 0 strongbox_guarded_by_rares_have_mod 1 strongbox_guarded_by_rares 1 |
| of Ailing | 1 | Jewel | Suffix | (5—15)% increased chance to inflict Ailments Ailment | dexjewel 1 intjewel 1 default 0 |
| Acrimonious | 1 | Jewel | Prefix | (5—15)% increased Magnitude of Ailments you inflict Damage Ailment | dexjewel 1 intjewel 1 default 0 |
| of Enduring | 1 | Jewel | Suffix | (10—20)% increased Elemental Ailment Threshold Ailment | dexjewel 1 default 0 |
| Rancorous | 1 | Jewel | Prefix | (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 | Suffix | (5—10)% increased Duration of Damaging Ailments on Enemies Ailment | dexjewel 1 intjewel 1 default 0 |
| of Decrepifying | 1 | Jewel | Suffix | Damaging Ailments deal damage (3—7)% faster Damage Ailment | dexjewel 1 intjewel 1 default 0 |
| of Inuring | 1 | Jewel | Suffix | Gain additional Ailment Threshold equal to (5—15)% of maximum Energy Shield Ailment | intjewel 1 default 0 |
| of Ailing | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant (3—7)% increased chance to inflict Ailments Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
| Acrimonious | 1 | Jewel | Prefix | Notable Passive Skills in Radius also grant (3—7)% increased Magnitude of Ailments you inflict Damage Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
| of Enduring | 1 | Jewel | Suffix | Small Passive Skills in Radius also grant (2—3)% increased Elemental Ailment Threshold Ailment | dex_radius_jewel 1 default 0 |
| Rancorous | 1 | Jewel | Prefix | Notable Passive Skills in Radius also grant (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 | Suffix | Notable Passive Skills in Radius also grant (3—5)% increased Duration of Damaging Ailments on Enemies Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
| of Decrepifying | 1 | Jewel | Suffix | Notable Passive Skills in Radius also grant Damaging Ailments deal damage (2—3)% faster Damage Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
| of Inuring | 1 | Jewel | Suffix | Small Passive Skills in Radius also grant Gain additional Ailment Threshold equal to (1—2)% of maximum Energy Shield Ailment | int_radius_jewel 1 default 0 |
| 1 | Jewel | Unique | 10% chance to Avoid Elemental Ailments Elemental Fire Cold Lightning Ailment | ||
| Decrepifying | 1 | Jewel | Unique | Damaging Ailments deal damage (4—6)% faster Damage Ailment | default 1 |
| 1 | Jewel | Unique | Gain 3 Life per Elemental Ailment on Enemies Hit with Attacks Life Attack | ||
| 1 | Jewel | Unique | Gain 3 Life per Elemental Ailment on Enemies Hit with Spells Life Caster | ||
| 1 | Jewel | Unique | 12% chance to Avoid Elemental Ailments per Grand Spectrum number of stackable unique jewels [1] Elemental | ||
| 1 | Abyss | Unique | Conquered Small Passive Skills also grant (3—6)% increased Elemental Ailment Threshold Elemental Fire Cold Lightning Ailment | historic_abyss_jewel_2 1 default 0 | |
| 1 | Abyss | Unique | (4—8)% increased chance to inflict Ailments Ailment | heart_unique_jewel_suffix 1 default 0 | |
| 1 | Abyss | Unique | (6—12)% increased Elemental Ailment Threshold Ailment | heart_unique_jewel_suffix 1 default 0 | |
| 1 | Abyss | Unique | Damaging Ailments deal damage (2—4)% faster Damage Ailment | heart_unique_jewel_suffix 1 default 0 | |
| 1 | Abyss | Unique | Gain additional Ailment Threshold equal to (4—10)% of maximum Energy Shield Ailment | heart_unique_jewel_suffix 1 default 0 | |
| Lightless | 1 | Abyss | Prefix | (4—8)% increased Elemental Damage (4—8)% increased Magnitude of Ailments you inflict Damage Elemental Fire Cold Lightning Ailment | strjewel 1 intjewel 1 dexjewel 1 default 0 |
| of Ulaman | 65 | Abyss | Suffix | (10—20)% increased Magnitude of Ailments you inflict ulaman Damage Ailment | gloves 1 default 0 ulaman_mod 1 |
| Ulaman's | 65 | Abyss | Prefix | (40—64)% increased Magnitude of Damaging Ailments you inflict ulaman Ailment | staff 1 default 0 ulaman_mod 1 |
| 1 | Abyss | Prefix | (10—20)% increased Duration of Elemental Ailments on Enemies (100—160)% increased Elemental Damage Damage Elemental | kulemak_abyss_special_prefix 1 default 0 | |
| Contaminating | 1 | Abyss | Prefix | Minions have (35—45)% increased Magnitude of Damaging Ailments Minion | amulet 0 belt 0 breach_desecration 1 default 0 |
| of Imbuing | 1 | Abyss | Suffix | (30—40)% increased Magnitude of Elemental Ailments you inflict with Spells Elemental Fire Cold Lightning Caster | amulet 0 ring 0 breach_desecration 1 default 0 |
| 1 | ExpeditionRelic | Prefix | Monsters have 100% increased Elemental Ailment Threshold | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 |
Item /15
Runemastered Armoured Vest
Evasion Rating: 361
Base Movement Speed: -0.03
Runic Ward: 129
Requires: Level 80, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Runeforged Wyrmscale Coat
Evasion Rating: 248
Base Movement Speed: -0.03
Runic Ward: 236
Requires: Level 75, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Runeforged Armoured Vest
Base Movement Speed: -0.03
Runic Ward: 430
Requires: Level 73, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Wyrmscale Coat
Evasion Rating: 451
Base Movement Speed: -0.03
Requires: Level 75, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Armoured Vest
Evasion Rating: 451
Base Movement Speed: -0.03
Requires: Level 73, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Runeforged Austere Garb
Evasion Rating: 236
Energy Shield: 72
Base Movement Speed: -0.03
Runic Ward: 86
Requires: Level 80, 67 Dex, 67 Int
(10—15)% reduced Elemental Ailment Duration on you
Austere Garb
Evasion Rating: 248
Energy Shield: 76
Base Movement Speed: -0.03
Requires: Level 80, 67 Dex, 67 Int
(10—15)% reduced Elemental Ailment Duration on you
Courtesan Mannan's Rune of Cruelty
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Atmohua's Soul Core of Retreat
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Body Armours: Gain additional Ailment Threshold equal to 15% of maximum Energy Shield, Gain additional Stun Threshold equal to 15% of maximum Energy Shield
Foci: Gain additional Ailment Threshold equal to 15% of maximum Energy Shield, Gain additional Stun Threshold equal to 15% of maximum Energy Shield
Soul Core of Topotante
Stack Size: 1 / 10
Amanamu's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Venom Draught of the Veil
Right-click to drink the Venom Draught.
Grants 30% increased Elemental Ailment Threshold
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Boots: (15—19)% increased Skill Effect Duration
Gloves: (20—25)% increased Duration of Damaging Ailments on Enemies
Helmet: (35—42)% increased Archon Buff duration
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Unique /7
Requires: Level 6, 7 Str, 7 Dex
10% increased Movement Speed
+(30—50) to Stun Threshold
+(30—50) to Ailment Threshold
Requires: Level 45, 41 Str, 41 Dex
+(120—200) 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 3 seconds
until you take no Damage to Life for 3 seconds
Requires: Level 1
Requires: Level 42
(10—20)% 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
as being boosted by Ignited, Shocked, and Chilled Ground
Timeless Jewel Passive /6
3% chance to Avoid Elemental Ailments
Immune to Elemental Ailments while on Consecrated Ground if you have at least 150 Devotion
20% chance to Avoid Elemental Ailments
1% reduced Duration of Damaging Ailments per 10 Tribute
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.
































