Skill Gem /150
Conjure a wave of ice in all directions, Knocking Back enemies based on how close they are to you. Casting Ice Nova targeting near a Frostbolt Projectile will cause it to originate from the Frostbolt instead of you. Consumes a Cold Infusion if possible to leave a patch of Chilled Ground.
Jump into the air, damaging and Knocking Back enemies with your mace where you land. Enemies you would land on are
pushed out of the way.
Cause a Corpse to violently explode, damaging surrounding enemies.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
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.
Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies or Ball Lightning Projectiles. The target is destroyed, and the explosion deals Lightning damage to surrounding enemies. If targeting an enemy, the explosion also creates Shocked Ground. Creates a Lightning Infusion on successful use.
Fire a hail of arrows into the air, causing them to rain from above. Consumes your Frenzy Charges to fire more arrows.
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.
Suffuse your Quarterstaff with electrical energy, then Slam the ground to deal damage in a large cone in front of you. Consumes your Power Charges to fire Lightning Projectiles forwards from the impact.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
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.
Smash the ground, dealing damage in an area and leaving behind Jagged Ground that slows enemies. The Jagged Ground erupts in a powerful Aftershock after a duration. Cannot create Jagged Ground on top of an existing patch, or if you already have the maximum number of active patches.
Afflict a single enemy with a Debuff that deals Chaos damage over time. If the enemy dies while affected by Contagion, it and all other Chaos damage over time Debuffs spread to nearby enemies and refresh their durations. Reanimating or detonating a corpse affected by Contagion will cause the Minion or explosion to
spread Contagion on hit.
Slam the ground, creating a roiling fissure that damages enemies in a sequence of areas in front of you. A number of enemies hit by the wave will release a shockwave, damaging other enemies. Hitting an enemy with Fully Broken Armour applies Sundered Armour, making it take additional increased Physical damage.
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.
Conjure a bloody scythe that sweeps across the targeted area, dealing Physical damage to enemies and applying Critical Weakness. Cannot be Triggered.
Create a Tornado that chases enemies for a duration, while hindering and repeatedly damaging enemies around it.
Stab the ground causing multiple spears to burst out of the ground in front of you in a large area. The spears remain for a duration, or explode when enemies touch them, damaging and Maiming them.
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.
Leap backwards, firing an icy arrow which can Chill or Freeze enemies around the location from which you escaped. This arrow will create Ice Fragments on impact.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area.
Batter enemies at range by generating a gust of wind as you swing. Enemies will be Dazed and Knocked Back based on how close they are to you.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
Sweep your Quarterstaff upwards, releasing an icy fissure which deals damage in a series of bursts culminating in a large spike. Frozen enemies hit by the final spike are dealt heavy damage but the Freeze is Consumed. Ice Crystals hit by the final spike explode.
Conjure a horrific skull rising from the lightless depths to bite your enemies dealing high damage at target location and leaving Withering Ground in its wake. Targeting close to you will cause you to jump back as you cast.
Create an area of Consecrated Ground around you.
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.
Load your Bow with a volley of enchanted arrows and fire them in a circle as you spin forward, firing directly at targets if possible. Consumes Frenzy Charges to cause the arrows to deal more damage and Chain to other targets. Each target can only be Hit once.
[DNT-UNUSED] Make alot of fire
[DNT-UNUSED] Throw Spirally
Shapeshift into a bear and rampage forward, slamming the ground as you run. The initial roar generates rage, then consumes rage until you run out.
Create a lightning storm for a duration, which repeatedly strikes enemies in its area with shocking bolts.
Shapeshift into a bear and slam the ground with great force, causing a pair of shockwaves. If you have enough Rage, Consume some of that Rage to instead create a single massive shockwave that leaves behind Jagged Ground.
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
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.
Fire an arrow that drops from above, creating a Lightning burst. The arrow remains in the ground, and any Chaining Lightning beams can Chain to it. When Chained to, the arrows charge up for a brief period before releasing another Lightning burst. The Lightning Arrow Skill skips this delay, causing bursts immediately.
Fire an electrifying arrow that explodes in an Area on Hit. Hitting an enemy will attach an Electrocuting Rod to them, causing all incoming Lightning damage to build up Electrocution. This rod is removed when the enemy is next Electrocuted.
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.
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Whip up a twister with a flick of your Spear. The twister moves forward erratically, Blinding and repeatedly Hitting enemies within. If a twister touches a Whirlwind from your other skills, it Consumes the Whirlwind to create additional twisters that deal more damage. Passing over Elemental Ground Surfaces or Consuming an elemental Whirlwind will grant twisters extra damage of that element.
Mark a Corpse with a profane rune, dealing Chaos damage over time to nearby enemies. When the ritual is complete the Corpse is consumed and you gain a Power Charge.
Conjure a circle of ritual inscriptions that last for a short duration. When the duration ends, spikes of bone erupt from enemies in the area, damaging them and potentially causing Bleeding.
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.
Build Glory by Heavy Stunning 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.
[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.
Charges forward, cracking the earth and leaving a patch of Jagged Ground with every footstep. At the end of your charge, a massive leaping Slam damages enemies and causes all nearby patches of Jagged Ground to explode, damaging enemies standing on them.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
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.
Load your Crossbow with unstable bolts that require a lengthy charging period to fire but deal devastating damage, Pierce through enemies, and explode upon hitting terrain. Additional Projectiles are fired in a spread, unlike other Crossbow Skills.
Load your Crossbow with charged bolts that fragment in flight, releasing Chaining Lightning beams when they Hit enemies. These fragments can Merge.
Load your Crossbow with charged bolts that land around the target location and explode if hit by a Detonator Skill. Using this Skill again reloads the clip.
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.
Jump into the air, damaging enemies where you land.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
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.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Sweep your Quarterstaff, projecting a bolt of Lightning through the ground in a long fissure ahead of you.
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, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
Release a large wave that stops time for all affected enemies for a duration. Duration is lower the more times the enemy has had time stopped for them.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
Passively coalesces icy missiles from the air over time. Using the skill fires a missile, firing an additional missile for each that has been accumulated. Fires an additional missile, up to its current missile count, targeting each Ice Fragment in its Area of effect, causing the Fragments to Detonate immediately.
[DNT-UNUSED] Detonates stuff.
Flip backward and Channel to charge your Quarterstaff with Lightning. Releasing dashes towards the target location, damaging enemies along the way. Releasing with Perfect Timing performs a Lightning-assisted dash that releases shockwaves from enemies you dash through and leaves a trail of Shocked Ground in your wake. This skill cannot be Ancestrally Boosted.
Enemies in your Presence accumulate blood boils periodically. When they die, the boils pop applying Corrupted Blood to enemies near them.
[DNT] Bear with me
[DNT] Ring ring, RING
Consume all Frenzy Charges to perform a gigantic spear thrust that Knocks Back enemies. For each Frenzy Charge consumed, a Wind Serpent follows in the spear's wake. Each Serpent also damages and Knocks Back 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.
Throw an electrified Spear that lodges in the ground and periodically zaps nearby enemies with Lightning bolts. If the Spear is Detonated by another Skill, it immediately unleashes a volley of bolts and expires. Consumes a Frenzy Charge if possible to fire bolts more frequently for a shorter duration, automatically Detonate at the end of its duration, and create Shocked Ground on Detonation.
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.
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.
Manifest a copy of your main hand Melee Martial Weapon as an immortal Companion to fight by your side. In addition to its standard Strikes, the Manifested Weapon gains an additional Attack depending on its weapon type.
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.
A Poisonous Toad leaps towards enemies and explodes, dealing damage in an area and inflicting Poison.
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.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
[DNT] An Edict, but flawed.
Skill Gem Quality /1
Blessing recovers (0–40) Life and removes Curses and Elemental Ailments
Support Gem /22
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Supports skills that create walls in a line, causing them to instead be created along a Fissure, at the cost of damage and Area of Effect.
Supports any skill, causing inflicted Slows to be more powerful.
Supports Crossbow Skills, granting a chance to load a bolt into all Crossbow Ammunition on kill with Supported Skill.
[DNT-UNUSED] Supports Skills which cause Damaging Hits. Supported Skills reduce Freeze Buildup on targets they hit instead of building it up, substantially debuffing the target after consuming enough Freeze Buildup.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile Damage.
Supports Melee Attacks. Supported Skills deal more Melee damage if you have struck with a Projectile Attack Hit in the last eight seconds, but cannot themselves deal Projectile 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.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills can only be used after you have moved a certain distance, but have massively increased Skill Speed. Cannot support Skills which have a Cooldown or that are Triggered, and does not modify skills used by Minions.
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
Supports Persistent Buff Skills, causing your Minions to deal increased Damage while you are not on full Mana while the Supported Skill is active.
[DNT] From the Grave Support
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 | 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 | 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 | 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 |
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 | 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] map item drop quantity +% [13] map item drop rarity +% [8] Ailment | |
Empowered | 78 | Prefix | 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] map item drop quantity +% [13] map item drop rarity +% [8] Ailment | |
of Insulation | 46 | Suffix | 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] map item drop quantity +% [10] map item drop rarity +% [6] Elemental Fire Cold Lightning Ailment | |
of Insulation | 73 | Suffix | 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] map item drop quantity +% [10] map item drop rarity +% [6] Elemental Fire Cold Lightning Ailment | |
of Insulation | 78 | Suffix | 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] map item drop quantity +% [10] map item drop rarity +% [6] Elemental Fire Cold Lightning Ailment |
Misc mods /29
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
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 | 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 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 | (3–7)% increased chance to inflict Ailments Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
Acrimonious | 1 | Jewel | Prefix | (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 | (2–3)% increased Elemental Ailment Threshold | dex_radius_jewel 1 default 0 |
Rancorous | 1 | Jewel | Prefix | (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 | (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 | Damaging Ailments deal damage (2–3)% faster Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
of Inuring | 1 | Jewel | Suffix | 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 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 | ||
1 | Abyss | Unique | Conquered Small Passive Skills also grant (3–6)% increased Elemental Ailment Threshold | ||
1 | Abyss | Unique | (4–8)% increased chance to inflict Ailments Ailment | ||
1 | Abyss | Unique | (6–12)% increased Elemental Ailment Threshold | ||
1 | Abyss | Unique | Damaging Ailments deal damage (2–4)% faster Ailment | ||
1 | Abyss | Unique | Gain additional Ailment Threshold equal to (4–10)% of maximum Energy Shield Ailment | ||
Lightless | 1 | Abyss | Prefix | (4–8)% increased Elemental Damage (4–8)% increased Magnitude of Ailments you inflict Elemental Ailment | |
of Ulaman | 65 | Abyss | Suffix | (10–20)% increased Magnitude of Ailments you inflict ulaman Damage Ailment | |
Ulaman's | 65 | Abyss | Prefix | (31–49)% increased Magnitude of Damaging Ailments you inflict ulaman Ailment | |
1 | Abyss | Prefix | (10–20)% increased Duration of Elemental Ailments on Enemies (80–120)% increased Elemental Damage Damage Elemental | ||
1 | ExpeditionRelic | Prefix | 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
Liquid Emotions: Ire, Ire, Ire
25% reduced Ignite Duration on you
40% increased Elemental Ailment Threshold
25% reduced Shock duration on you
40% increased Elemental Ailment Threshold
40% increased Elemental Ailment Threshold
10% reduced Duration of Ailments on You
30% increased Stun Threshold
30% increased Elemental Ailment Threshold
+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.