Skill Gem /4
Skill Gem Quality /2
Item | Stats |
---|---|
Time of Need | Blessing recovers (0–40) Life and removes Curses and Elemental Ailments |
Overwhelming Presence | Enemies in your Presence have (0–5)% reduced Elemental Ailment ThresholdEnemies in your Presence have (0–5)% reduced Stun Threshold |
Support Gem /5
Monsters mods /2
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 (90–99)% increased Ailment Threshold Monsters have (90–99)% increased Stun Threshold |
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 | ||
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 | ||
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 | ||
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 | ||
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 | ||
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 |
Heist Area mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Empowered | 73 | Prefix | 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 | Prefix | 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 | Suffix | 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 | Suffix | 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 | Suffix | 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 /15
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
of Ailing | 1 | Jewel | Suffix | (5–15)% increased chance to inflict Ailments ailment | |
Acrimonious | 1 | Jewel | Prefix | (5–15)% increased Magnitude of Ailments you inflict damage ailment | |
of Enduring | 1 | Jewel | Suffix | (10–20)% increased Elemental Ailment Threshold | |
Rancorous | 1 | Jewel | Prefix | (10–20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits damage critical ailment | |
of Suffusion | 1 | Jewel | Suffix | (5–15)% increased Duration of Damaging Ailments on Enemies ailment | |
of Decrepifying | 1 | Jewel | Suffix | Damaging Ailments deal damage (3–7)% faster ailment | |
of Ailing | 1 | Jewel | Suffix | (3–7)% increased chance to inflict Ailments ailment | |
Acrimonious | 1 | Jewel | Prefix | (3–7)% increased Magnitude of Ailments you inflict damage ailment | |
of Enduring | 1 | Jewel | Suffix | (2–3)% increased Elemental Ailment Threshold | |
of Suffusion | 1 | Jewel | Suffix | (3–7)% increased Duration of Damaging Ailments on Enemies ailment | |
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 ailment | |
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 |
Item /4
Corroded Fossil
Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
No Elemental modifiers
Prismatic Fossil
Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
No Physical Ailment or Chaos Ailment modifiers
Expert Serpentscale Coat
Evasion Rating: 406
Movement Speed: -3%
Requires: Level 75, 157 Dex
(30–40)% increased Elemental Ailment Threshold
Armoured Vest
Evasion Rating: 406
Movement Speed: -3%
Requires: Level 73, 157 Dex
(30–40)% increased Elemental Ailment Threshold
Unique /2
10% increased Movement Speed
(100–150)% increased Armour
+(80–100) to maximum Life
(80–100)% increased Chance to be afflicted by Ailments when Hit
20% increased Movement Speed while affected by an Ailment
+(5–40)% to all Elemental Resistances
Elemental Ailment Threshold is increased by Overcapped Chaos Resistance
Armour is increased by Overcapped Fire Resistance
Energy Shield is increased by Overcapped Cold Resistance
Evasion Rating is increased by Overcapped Lightning Resistance
Passive /29
25% increased Damage with One Handed Weapons
20% increased Chance to inflict Ailments with One-Handed Attacks
Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots
+4 to Ailment Threshold per Dexterity
Regenerate 1% of Life per second while affected by any Damaging Ailment
Regenerate 1% of Life per second while stationary
20% increased Critical Damage Bonus
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
40% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
by no Elemental Ailments
25% increased Critical Hit Chance for Attacks
30% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
25% increased chance to inflict Ailments with Projectiles
Break 30% increased Armour on enemies affected by Ailments
+10 to Strength
25% increased Physical Damage
15% increased Critical Hit Chance for Spells
15% increased Critical Spell Damage Bonus
15% increased Magnitude of Damaging Ailments you inflict with Critical Hits
15% increased Damage for each type of Elemental Ailment on Enemy
10% increased Duration of Elemental Ailments on Enemies
30% increased Magnitude of Non-Damaging Ailments you inflict
15% increased Damage for each type of Elemental Ailment on Enemy
50% increased amount of Mana Leeched
25% increased chance to inflict Ailments against Rare or Unique Enemies
20% increased Skill Effect Duration
15% increased Duration of Damaging Ailments on Enemies
25% increased Damage with Hits against Rare and Unique Enemies
20% increased Accuracy Rating against Rare or Unique Enemies
20% increased chance to inflict Ailments against Rare or Unique Enemies
5% reduced Attack Speed
30% increased Magnitude of Ailments you inflict
20% increased Duration of Damaging Ailments on Enemies
33% increased Damage with Hits against Enemies affected by Elemental Ailments
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
24% increased Damage with Hits against Enemies affected by Elemental Ailments
30% increased chance to inflict Ailments against Rare or Unique Enemies
Damage Penetrates 15% Fire Resistance
15% increased Duration of Damaging Ailments on Enemies
Damaging Ailments Cannot Be inflicted on you while you already have one
20% increased Magnitude of Damaging Ailments you inflict
15% increased chance to inflict Ailments
Break 30% increased Armour on enemies affected by Ailments
Damaging Ailments deal damage 12% faster
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
Ascendancy Passive /2
Ascendancy: Pathfinder
Character: Ranger
The most Damaging Poison on Enemies you Kill is Spread to other Enemies within 1.5 metres
Timeless Jewel Passive /5
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
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.