Skill Gem /12
Unleash a Nova of Lightning damage to Electrocute enemies. Enemies close to you take no damage while enemies at the edge of the ring take significantly more damage. Enemies Hit can be Electrocuted by all Lightning damage for a short duration.
Create a pulsing Orb of frost. Each pulse inflicts Elemental Exposure on nearby enemies. When the Orb's duration ends, it Detonates, dealing Cold damage to surrounding enemies and leaving behind a Cold Infusion.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
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, killing a Poisoned enemy spreads its Poison to other nearby enemies, and has a chance to also Hinder them.
Dash to an enemy and run them through, Culling enemies if their life is low enough. If this Attack kills at least one enemy, it grants you a Frenzy Charge, with higher Rarity monsters granting additional Charges. Enemies around you that can be Culled will be highlighted.
While active, scatters caltrops in your wake when you dodge.
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.
Your weapon passively accumulates anguish from the tormented souls within. When fully charged, use this skill to compose the Requiem, transforming your Crossbow shot into a torrent of anguish for a short, fixed amount of time. Does not use Ammunition.
Skill Gem Quality /1
Blessing recovers (0–40) Life and removes Curses and Elemental Ailments
Support Gem /25
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports Projectile skills, making them fire extra Projectiles. Also lowers Attack and Cast speed of supported skills, as well as lessening their damage.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports Slams you use yourself, providing a very powerful Ancestral Boost infrequently.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Supports any Skill which can deal Damage. Lightning Damage from Supported Skills can inflict Electrocute, but Supported Skills cannot inflict Shock.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing it to deal more non-Ailment damage over time but have a shorter duration.
Supports any skill that deals damage, causing effects with a duration of one second or less to deal more non-Ailment damage over time.
Supports Spells that deal non-Ailment damage over time, causing them to have a shorter duration but deal substantially more damage over time with Debuffs inflicted against enemies on full life.
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. Enemies taking damage over time from Debuffs caused by supported skills will suffer Freeze build up from Chaos damage Hits from any source. 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 Skills which create Remnants, allowing those Remnants to be collected from further away, with a chance to create an additional Remnant.
Supports Bow Attacks. Every third shot with Supported Skills restores a portion of it's Mana cost and Gains Damage as extra Lightning Damage.
Supports Bow Attacks. Every third shot with Supported Skills Gains Damage as extra Lightning Damage.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Melee Attack Skills. Supported Skills deal more Melee Damage for each Elemental Ailment on Enemies they hit, but cannot themselves inflict Elemental Ailments.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which create Projectiles. Supported Skills deal more damage with Projectiles if you have struck with a Melee Hit in the last eight seconds, but cannot themselves deal Melee Damage.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
[DNT-UNUSED] Stun CDR
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Monsters mods /5
NameLevelPre/SufDescriptionWeight
1Enemies Taunted by you deal 30% less Damage with Hits and
Ailments against other targets
1Monsters have (80–100)% increased Ailment Threshold
Monsters have (80–100)% increased Stun Threshold
Ox-Touched1100% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
monster additional strength ratio % for armour [100]
Hunted by the Raging Ox1100% 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 Ox160% increased Armour
60% increased Elemental Ailment Threshold
50% reduced Slowing Potency of Debuffs on You
Delve Area mods /6
NameLevelPre/SufDescriptionWeight
1Monsters 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
52Monsters 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
173Monsters 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
1Monsters 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
52Monsters 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
173Monsters 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
NameLevelPre/SufDescriptionWeight
Empowered7313% 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
Empowered7813% 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 Insulation4610% 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 Insulation7310% 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 Insulation7810% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
Monsters have 70% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
Elemental Fire Cold Lightning Ailment
Misc mods /29
NameLevelDomainPre/SufDescriptionWeight
of Ailing1Jewel(5–15)% increased chance to inflict Ailments Ailmentdexjewel 1
intjewel 1
default 0
Acrimonious1Jewel(5–15)% increased Magnitude of Ailments you inflict Damage Ailmentdexjewel 1
intjewel 1
default 0
of Enduring1Jewel(10–20)% increased Elemental Ailment Thresholddexjewel 1
default 0
Rancorous1Jewel(10–20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailmentdexjewel 1
intjewel 1
default 0
of Suffusion1Jewel(5–10)% increased Duration of Damaging Ailments on Enemies Ailmentdexjewel 1
intjewel 1
default 0
of Decrepifying1JewelDamaging Ailments deal damage (3–7)% faster Ailmentdexjewel 1
intjewel 1
default 0
of Inuring1JewelGain additional Ailment Threshold equal to (5–15)% of maximum Energy Shield Ailmentintjewel 1
default 0
of Ailing1Jewel(3–7)% increased chance to inflict Ailments Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
Acrimonious1Jewel(3–7)% increased Magnitude of Ailments you inflict Damage Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Enduring1Jewel(2–3)% increased Elemental Ailment Thresholddex_radius_jewel 1
default 0
Rancorous1Jewel(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 Suffusion1Jewel(3–5)% increased Duration of Damaging Ailments on Enemies Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Decrepifying1JewelDamaging Ailments deal damage (2–3)% faster Ailmentdex_radius_jewel 1
int_radius_jewel 1
default 0
of Inuring1JewelGain additional Ailment Threshold equal to (1–2)% of maximum Energy Shield Ailmentint_radius_jewel 1
default 0
1Jewel10% chance to Avoid Elemental Ailments Elemental Fire Cold Lightning Ailment
Decrepifying1JewelDamaging Ailments deal damage (4–6)% faster Ailment
1JewelGain 3 Life per Elemental Ailment on Enemies Hit with Attacks Life Attack
1JewelGain 3 Life per Elemental Ailment on Enemies Hit with Spells Life Caster
1Jewel12% chance to Avoid Elemental Ailments per Grand Spectrum
number of stackable unique jewels [1]
Elemental
1AbyssConquered Small Passive Skills also grant (3–6)% increased Elemental Ailment Threshold
1Abyss(4–8)% increased chance to inflict Ailments Ailment
1Abyss(6–12)% increased Elemental Ailment Threshold
1AbyssDamaging Ailments deal damage (2–4)% faster Ailment
1AbyssGain additional Ailment Threshold equal to (4–10)% of maximum Energy Shield Ailment
Lightless1Abyss(4–8)% increased Elemental Damage
(4–8)% increased Magnitude of Ailments you inflict
Elemental Ailment
of Ulaman65Abyss(10–20)% increased Magnitude of Ailments you inflict ulaman Damage Ailment
Ulaman's65Abyss(31–49)% increased Magnitude of Damaging Ailments you inflict ulaman Ailment
1Abyss(10–20)% increased Duration of Elemental Ailments on Enemies
(80–120)% increased Elemental Damage
Damage Elemental
1ExpeditionRelicMonsters have 100% increased Elemental Ailment Threshold
Item /5
Corroded Fossil
Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
Prismatic Fossil
Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
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
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 5 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 /44
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
25% reduced Ignite Duration on you
25% reduced Shock duration on you
10% reduced Duration of Ailments on You
+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
40% increased Critical Hit Chance against Enemies that are affected
by no Elemental Ailments
20% increased duration of Ailments you inflict against Cursed Enemies
25% increased chance to inflict Ailments with Projectiles
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
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
15% increased Duration of Ailments against Enemies with Exposure
15% increased Duration of Damaging Ailments on Enemies
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
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
25% increased Critical Hit Chance against Marked Enemies
+10 to Dexterity
Ascendancy Passive /8
Ascendancy: Pathfinder
Character: Ranger
The most Damaging Poison on Enemies you Kill is Spread to other Enemies within 1.5 metres
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
Gain 1 Volatility on inflicting an Elemental Ailment
Take no Damage from Volatility
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

Community Wiki

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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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