Skill Gem /20
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.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
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.
Perform a damaging Warcry, Knocking Back nearby enemies and Heavy Stunning enemies that are Primed for Stun. If an enemy is Heavy Stunned or a currently Heavy Stunned enemy is Hit, this Skill Empowers subsequent Slams to perform an additional Aftershock. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Throw a single Piercing lance that leaves icy fragments in its wake. The fragments Chill nearby enemies. Consumes a Frenzy Charge if possible to cause the glacial fragments created by the first Projectile to explode outwards after a short duration, peppering enemies with shrapnel.
Perform a fast icy Strike. Using this Attack three times in quick succession causes a final strike that is slower and more powerful.
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.
Perform a series of aggressive Strikes. When used in quick succession, the third use Strikes three times, and the fourth use performs a Final Strike that calls down a powerful Shocking bolt.
Leap backward and crack the ground with your staff to call forth an Ice Crystal which can be damaged by you and enemies. If the Crystal is destroyed it causes an icy explosion. This skill can be used while using other skills.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
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, grants you Flask charges passively and causes Life and Mana recovery from your Flasks to also apply to Allies in your Presence.
Perform a Lightning-charged stab that can be chained into a combination of up to three attacks. The first two attacks conjure a charging Wildwood spirit if they Hit a Shocked enemy and refresh Shock duration. The third attack is a large swipe that inflicts Elemental Exposure, and can Consume Shock to conjure a stampede of spirits.
While active, scatters caltrops in your wake when you dodge.
Shapeshift into a Werewolf and lash out with a flurry of claw swipes. The first Attack can dash to faraway enemies and the final Attack Strikes twice. Attacking a Frozen enemy will create Ice Fragments, which are Projectiles that land and explode after a short delay.
Conjure a hail of icy bolts over the targeted area. Chill and Freeze on enemies in front of you are Consumed to fuel the Icestorm by creating improved bolts.
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.
Shapeshift into a Werewolf and let out an icy howl that damages enemies and Freezes Primed enemies. If an enemy is Frozen or a Frozen enemy is Hit, this Skill Empowers your attacks with added Cold damage, causes Empowered Slams to create Chilled Ground, and grants your Allies added Cold damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Consume a Power Charge when you cast a damaging Spell to trigger an Abyssal Apparition who will also cast that same Spell for you. Does not work with Channelling Spells, Spells with a Cooldown, Triggered Spells, Spells granted by items, or Spells which already consume a Power Charge. This Skill is not directly Supportable.
Skill Gem Quality /1
Blessing recovers (0—40) Life and removes Curses and Elemental Ailments
Support Gem /29
Supports Attacks, causing their Physical damage to Leech Life and preventing Leech gained this way from being removed at full Life.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports any skill that Hits enemies, Spreading Ignites it inflicts to nearby enemies after a delay.
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
[DNT] 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 Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Flask and Charm charges.
Supports Curse skills, causing them to Curse enemies more quickly after being cast.
Supports Curse skills, causing them to cover a larger area but take longer to Curse enemies.
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 Spells that deal non-Ailment damage over time, causing them to consume Ailments on enemies it applies damage over time Debuffs to in order to deal substantially more damage over time.
Supports Spells that deal non-Ailment Chaos damage over time, causing damage over time they inflict to also Hinder enemies. Does not Support Skills used by Minions.
Supports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports any Skill which creates Projectiles, giving those Projectiles a chance to Chain when impacting terrain.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction deal much more Damage. Cannot Support Channelled Skills.
Supports Bow Attacks. Supported Skills indicate one of four directions, changing indicated direction when an Attack with Supported Skill matches that direction. Attacks from Supported Skills which match the indicated direction fire additional Projectiles. Cannot Support Channelled Skills.
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Supports Channelling Skills you use yourself, causing them to deal more damage the longer they have been Channelled.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
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 Attack Skills which deal Damage in an Area. Supported Skills have significantly increased Area of Effect, but are less Accurate against nearby targets.
Supports any Skill that Hits Enemies, causing Enemies it kills to grant more Charm charges.
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
NameLevelPre/SufDescriptionWeight
1UniqueEnemies Taunted by you deal 30% less Damage with Hits and
Ailments against other targets
1UniqueMonsters have (80—100)% increased Ailment Threshold
Monsters have (80—100)% increased Stun Threshold
Ox-Touched1Torment100% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
monster additional strength ratio % for armour [100]
Hunted by the Raging Ox1Torment100% 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 Ox1Torment60% increased Armour
60% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
Map mods /13
NameLevelPre/SufDescriptionWeight
of the Unwavering1SuffixMonsters have (30—39)% increased Ailment Threshold
Monsters have (30—39)% increased Stun Threshold
30% increased number of Magic Monsters
10% increased Waystones found in Area
low_tier_map 1
default 0
of the Unwavering1SuffixMonsters have (50—59)% increased Ailment Threshold
Monsters have (50—59)% increased Stun Threshold
30% increased number of Magic Monsters
10% increased Waystones found in Area
mid_tier_map 1
default 0
of the Unwavering1SuffixMonsters have (70—79)% increased Ailment Threshold
Monsters have (70—79)% increased Stun Threshold
30% increased number of Magic Monsters
10% increased Waystones found in Area
top_tier_map 1
default 0
of Insulation1UniqueMonsters 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 Insulation1UniqueMonsters 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 Insulation1UniqueMonsters 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 Insulation1UniqueMonsters 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
Empowered1UniqueMonsters 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
Empowered1UniqueMonsters 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
Empowered73UniqueMonsters 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
Empowered1UniqueMonsters 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
Empowered1UniqueMonsters 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
Empowered78UniqueMonsters 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
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters 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
52DelveAreaMonsters 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
173DelveAreaMonsters 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
1DelveAreaMonsters 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
52DelveAreaMonsters 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
173DelveAreaMonsters 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
NameLevelPre/SufDescriptionWeight
Empowered73PrefixMonsters 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]
map item drop quantity +% [13]
map item drop rarity +% [8]
Ailment
default 1
Empowered78PrefixMonsters 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]
map item drop quantity +% [13]
map item drop rarity +% [8]
Ailment
default 1
of Insulation46SuffixMonsters have 30% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Cold Lightning Ailment
default 1
of Insulation73SuffixMonsters have 50% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Cold Lightning Ailment
default 1
of Insulation78SuffixMonsters have 70% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Cold Lightning Ailment
default 1
Misc mods /29
NameLevelDomainPre/SufDescriptionWeight
of Ailing1JewelSuffix(5—15)% increased chance to inflict Ailments Ailmentdexjewel 1
intjewel 1
default 0
Acrimonious1JewelPrefix(5—15)% increased Magnitude of Ailments you inflict Damage Ailmentdexjewel 1
intjewel 1
default 0
of Enduring1JewelSuffix(10—20)% increased Elemental Ailment Thresholddexjewel 1
default 0
Rancorous1JewelPrefix(10—20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdexjewel 1
intjewel 1
default 0
of Suffusion1JewelSuffix(5—10)% increased Duration of Damaging Ailments on Enemies Ailmentdexjewel 1
intjewel 1
default 0
of Decrepifying1JewelSuffixDamaging Ailments deal damage (3—7)% faster Ailmentdexjewel 1
intjewel 1
default 0
of Inuring1JewelSuffixGain additional Ailment Threshold equal to (5—15)% of maximum Energy Shield Ailmentintjewel 1
default 0
of Ailing1JewelSuffixNotable Passive Skills in Radius also grant (3—7)% increased chance to inflict Ailments Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
Acrimonious1JewelPrefixNotable Passive Skills in Radius also grant (3—7)% increased Magnitude of Ailments you inflict Damage Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Enduring1JewelSuffixSmall Passive Skills in Radius also grant (2—3)% increased Elemental Ailment Thresholddex_radius_jewel 1
default 0
Rancorous1JewelPrefixNotable Passive Skills in Radius also grant (5—10)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Suffusion1JewelSuffixNotable Passive Skills in Radius also grant (3—5)% increased Duration of Damaging Ailments on Enemies Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Decrepifying1JewelSuffixNotable Passive Skills in Radius also grant Damaging Ailments deal damage (2—3)% faster Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Inuring1JewelSuffixSmall Passive Skills in Radius also grant Gain additional Ailment Threshold equal to (1—2)% of maximum Energy Shield Ailmentint_radius_jewel 1
default 0
1JewelUnique10% chance to Avoid Elemental Ailments Elemental Fire Cold Lightning Ailment
Decrepifying1JewelUniqueDamaging Ailments deal damage (4—6)% faster Ailmentdefault 1
1JewelUniqueGain 3 Life per Elemental Ailment on Enemies Hit with Attacks Life Attack
1JewelUniqueGain 3 Life per Elemental Ailment on Enemies Hit with Spells Life Caster
1JewelUnique12% chance to Avoid Elemental Ailments per Grand Spectrum
number of stackable unique jewels [1]
Elemental
1AbyssUniqueConquered Small Passive Skills also grant (3—6)% increased Elemental Ailment Thresholdhistoric_abyss_jewel_2 1
default 0
1AbyssUnique(4—8)% increased chance to inflict Ailments Ailmentheart_unique_jewel_suffix 1
default 0
1AbyssUnique(6—12)% increased Elemental Ailment Thresholdheart_unique_jewel_suffix 1
default 0
1AbyssUniqueDamaging Ailments deal damage (2—4)% faster Ailmentheart_unique_jewel_suffix 1
default 0
1AbyssUniqueGain additional Ailment Threshold equal to (4—10)% of maximum Energy Shield Ailmentheart_unique_jewel_suffix 1
default 0
Lightless1AbyssPrefix(4—8)% increased Elemental Damage
(4—8)% increased Magnitude of Ailments you inflict
Elemental Ailment
strjewel 1
intjewel 1
dexjewel 1
default 0
of Ulaman65AbyssSuffix(10—20)% increased Magnitude of Ailments you inflict ulaman Damage Ailmentgloves 1
default 0
ulaman_mod 1
Ulaman's65AbyssPrefix(40—64)% increased Magnitude of Damaging Ailments you inflict ulaman Ailmentstaff 1
default 0
ulaman_mod 1
1AbyssPrefix(10—20)% increased Duration of Elemental Ailments on Enemies
(100—160)% increased Elemental Damage
Damage Elemental
kulemak_abyss_special_prefix 1
default 0
1ExpeditionRelicPrefixMonsters have 100% increased Elemental Ailment Thresholddefault 1
Item /8
Wyrmscale Coat
Base Movement Speed: -0.03
Requires: Level 75, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Armoured Vest
Base Movement Speed: -0.03
Requires: Level 73, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Austere Garb
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
Gloves: 20% increased Magnitude of Damaging Ailments you inflict
Gloves: 15% increased Duration of Damaging Ailments on Enemies
Thane Grannell's Rune of Mastery
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Gloves: 30% increased Magnitude of Non-Damaging Ailments you inflict
Gloves: 15% increased Duration of Elemental Ailments on Enemies
Soul Core of Topotante
Stack Size: 1 / 10
Martial Weapon: Attacks with this Weapon Penetrate 15% Elemental Resistances
Amanamu's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Helmets: Remove a Damaging Ailment when you use a Command Skill
Boots: 1% increased Movement Speed per 15 Spirit, up to a maximum of 40%
Other Modifiers to Movement Speed except for Sprinting do not apply
Venom Draught of the Veil
Right-click to drink the Venom Draught.
Grants 30% increased Elemental Ailment Threshold
Unique /5
10% increased Movement Speed
(30—50)% increased Armour and Evasion
+(30—50) to Stun Threshold
+(30—50) to Ailment Threshold
+(30—40) to maximum Life
+(10—15)% to all Elemental Resistances
(15—30)% increased Elemental Damage
Enemies take (15—20)% increased Damage for each Elemental Ailment type among
your Ailments on them
(30—40)% reduced Duration of Ignite, Shock and Chill on Enemies
(100—150)% increased Armour and Evasion
+(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 3 seconds
10% increased Movement Speed
(100—150)% increased Armour
+(80—100) to maximum Life
(80—100)% increased Chance to be afflicted by Ailments when Hit
25% increased Movement Speed while affected by an Ailment
Passive /53
25% increased Damage with One Handed Weapons
Attacks with One-Handed Weapons have 20% increased Chance to inflict Ailments
28% increased maximum Energy Shield
Gain additional Ailment Threshold equal to 12% of maximum Energy Shield
Gain additional Stun Threshold equal to 12% of maximum Energy Shield
Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots
+5 to all Attributes
Gain additional Ailment Threshold equal to 16% of maximum Energy Shield
Gain additional Stun Threshold equal to 16% of maximum Energy Shield
Gain additional Ailment Threshold equal to 20% of maximum Energy Shield
Gain additional Stun Threshold equal to 20% of maximum Energy Shield
Gain additional Ailment Threshold equal to 30% of maximum Energy Shield
10% reduced Duration of Ailments on You
3% increased maximum Life, Mana and Energy Shield
Gain additional Ailment Threshold equal to 15% of maximum Energy Shield
Gain additional Stun Threshold equal to 15% of maximum 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
20% increased Magnitude of Non-Damaging Ailments you inflict with Critical Hits
Druid: 10% increased Critical Hit Chance while Shapeshifted
Druid: 8% increased Skill Speed while Shapeshifted
35% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
20% increased duration of Ailments you inflict against Cursed Enemies
Minions deal 15% increased Damage
Minions have 20% increased Critical Hit Chance
Druid: 16% increased Armour
Druid: 16% increased maximum Energy Shield
Druid: 20% increased Elemental Ailment Threshold
Hits Break 30% increased Armour on targets with Ailments
+10 to Strength
25% increased Physical Damage
30% increased Stun Buildup
Hits Break 50% increased Armour on targets with Ailments
20% 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
20% 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
40% increased chance to inflict Elemental Ailments if you have Shapeshifted to an Animal form Recently
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
30% increased Block chance while Surrounded
10% increased Deflection Rating while Surrounded
40% increased Ailment and Stun Threshold while Surrounded
33% increased Damage with Hits against Enemies affected by Ailments
Huntress: +30 to Accuracy Rating
Huntress: 10% increased Accuracy Rating
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
20% increased Projectile Damage
20% increased chance to inflict Ailments with Projectiles
20% increased chance to inflict Ailments
20% increased Physical Damage
15% increased Duration of Ailments against Enemies with Exposure
20% increased chance to inflict Ailments against Enemies with Exposure
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
Hits Break 30% increased Armour on targets with Ailments
15% increased Duration of Damaging Ailments on Enemies
30% increased Damage with Hits against Enemies affected by Ailments
20% increased chance to inflict Ailments
15% increased Duration of Damaging Ailments on Enemies
20% increased Elemental Damage
15% increased chance to inflict Ailments
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
25% increased Magnitude of Ailments you inflict against Marked Enemies
20% increased Critical Hit Chance against Marked Enemies
+10 to Dexterity
30% increased Mana Regeneration Rate while Shocked
+500 to Armour while Frozen
21% increased Stun Threshold
30% increased Life Regeneration rate while Ignited
Ascendancy Passive /8
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Unaffected by Damaging Ailments
base physical damage reduction rating no display [200]
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudes
Ascendancy: Tactician
Character: Mercenary
Gain Deflection Rating equal to 20% of Armour
Ascendancy: Invoker
Character: Monk
Grants Skill: Unbound Avatar
gain unbound ailment stacks [1]
Ascendancy: Acolyte of Chayula
Character: Monk
Take no Damage from Volatility
Gain 1 Volatility on inflicting an Elemental Ailment
Timeless Jewel Passive /6
Avoid Elemental Ailments
Vaal Passive
3% chance to Avoid Elemental Ailments
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
Secret Tunnels
Eternal Notable
20% chance to Avoid Elemental Ailments
Runic Tattoos
Kalguuran Notable
30% increased Mana Regeneration Rate
Fast Rot
Abyss Notable
2% increased Magnitude of Damaging Ailments you inflict per 10 Tribute
1% reduced Duration of Damaging Ailments per 10 Tribute
Timeless Jewel Passive Additions /3
FactionCategoryShow Full DescriptionsCode
VaalNotable
3% chance to Avoid Elemental Ailmentsvaal_small_attack_dodge
MarakethNotable
10% increased Duration of Elemental Ailments on Enemiesmaraketh_notable_add_ailment_duration
MarakethNotable
10% increased Magnitude of Non-Damaging Ailments you inflictmaraketh_notable_add_ailment_effect

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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

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