BuffMagnitude Ref /142
Buff/Debuff Magnitude
The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
(50—80)% increased Energy Shield
(20—40)% increased Fire Damage
(10—20)% reduced Cold Damage
+(20—40)% to Fire Resistance
(-20—-10)% to Cold Resistance
Flammability Magnitude is doubled
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(30—50) to maximum Mana
+(20—30) to Dexterity
+(20—30) to Strength
+(7—13)% to Chaos Resistance
(15—30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
use unique blackflame ignite effect [1]
(120—150)% increased Physical Damage
+(2—3) to Level of all Melee Skills
+(20—30) to Intelligence
Causes (150—200)% increased Stun Buildup
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
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.
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.
Target an enemy to either teleport inside the target's body if they are under the Cull threshold, causing it to violently explode, or to apply a Debuff to them, which will cause the same effect if that enemy falls under the Cull threshold during its duration. On teleport, the target is destroyed, and the explosion deals Physical damage to surrounding enemies and inflicts Impale.
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
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.
Fire a slow-moving Piercing Projectile that is effective at Chilling enemies and explodes on colliding with terrain.
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.
Flip backwards and send forth a Freezing wave in front of you, immediately Freezing enemies which are Primed for Freeze.
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.
[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.
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.
Supports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Perform an icy stab that exploits enemies who are already off balance. Hitting a Parried target Consumes the Debuff to cause an explosion of frost and leave Chilled Ground.
Shapeshift into a Wyvern and take to the skies, immolating enemies with a jet of fire. Channelling ends after a short amount of time but can be prolonged by spending Rage. Consumes a Power Charge if possible to Empower the Skill, Gaining extra Lightning damage and spending Rage more slowly.
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 swipe with your claws, projecting an arc of moonlight and ice forward in a crescent.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Lesser Robust Rune
Stack Size: 1 / 10
All Equipment: +6 to Strength
Wand or Staff:
Armour:
Place into an empty Augment Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Bounded:
Wand or Staff: +100 to Armour
Armour: +10 to maximum Life, +10 to maximum Mana
Robust Rune
Stack Size: 1 / 10
Requires: Level 15
All Equipment: +8 to Strength
Wand or Staff:
Armour:
Place into an empty Augment Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Bounded:
Wand or Staff: +100 to Armour
Armour: +10 to maximum Life, +10 to maximum Mana
Greater Adept Rune
Stack Size: 1 / 10
Requires: Level 30
All Equipment: +10 to Dexterity
Wand or Staff:
Armour:
Place into an empty Augment Socket in any Equipment to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Bounded:
Wand or Staff: +80 to Evasion Rating
Armour: +10 to maximum Life, +10 to maximum Mana
Quipolatl's Soul Core of Flow
Stack Size: 1 / 10
Limited to: GenericLimit1
Requires: Level 50
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Limited to: GenericLimit1
Requires: Level 50
Cinderbark Talisman
Physical Damage: 12.6-25.2
Fire Damage: 5.4-10.8
Critical Hit Chance: 8%
Attacks per Second: 1.2
Weapon Range: 1.2
Requires: Level 10, 15 Str, 11 Int
Voltfang Talisman
Physical Damage: 16.1-91
Lightning Damage: 6.9-39
Critical Hit Chance: 8%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 46, 53 Str, 38 Int
Ashbark Talisman
Physical Damage: 50.4-105
Fire Damage: 21.6-45
Critical Hit Chance: 8%
Attacks per Second: 1.2
Weapon Range: 1.2
Requires: Level 72, 94 Str, 67 Int
Thunder Talisman
Physical Damage: 23.1-130.9
Lightning Damage: 9.9-56.1
Critical Hit Chance: 8%
Attacks per Second: 1.3
Weapon Range: 1.2
Requires: Level 77, 102 Str, 72 Int
Decrepifying Arm
has incursion limb [1]
Cannot be Critically Hit while Parrying
Ignites you cause are reflected back to you
20% increased Critical Damage Bonus
20% increased Chill Duration on Enemies
20% increased Freeze Buildup
Recover 2% of maximum Life on Killing a Poisoned Enemy
Targets can be affected by +1 of your Poisons at the same time
40% faster Curse Activation
20% increased Area of Effect of Curses
25% reduced Curse Duration
40% increased Curse Duration
15% increased Fire Damage
8% reduced Skill Effect Duration
25% increased Shock Duration
20% increased Physical Damage
15% increased Critical Spell Damage Bonus
25% increased Physical Damage
10% increased Duration of Elemental Ailments on Enemies
30% increased Presence Area of Effect
Druid: 10% increased Critical Damage Bonus
Druid: 10% increased Damage
Druid: 10% increased Area Damage
5% reduced Attack Speed
20% increased Duration of Damaging Ailments on Enemies
Damaging Ailments Cannot Be inflicted on you while you already have one
15% increased Presence Area of Effect
+10 to Intelligence
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
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: Infernalist
Character: Witch
Ascendancy: Blood Mage
Character: Witch
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Shocks at the same time
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Chills at the same time
Bleeding
Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated.
Physical damage from Hits Contributes to Bleeding Magnitude.
Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance.
The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.
Chill
Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.
Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Flammability
Flammability is a Debuff that provides the chance for Hits to Ignite the target. It is not itself an Ailment, but is closely associated with Ignite, which is.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.
Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Fire damage from Hits Contributes to the Magnitude of Flammability, so Hits that deal more Fire damage will Ignite more often.
The base Magnitude of Flammability is 1% chance to Ignite the target for every 5% of the target's Ailment Threshold dealt as Fire damage. Flammability from a Hit is applied before that hit checks whether it should Ignite the target, and so will affect that chance for that Hit to Ignite.
Since chance for Hits to Ignite comes from Flammability on the target, modifiers which increase the chance to inflict Ailments will increase the Magnitude of Flammability inflicted.
Effects which do not Hit targets, but Ignite as if they had, such as Ignited Ground, also inflict Flammability, but do not roll a random chance to Ignite. Such effects will only Ignite once the total Flammability on the target reaches 50%.
Multiple instances of Flammability stack, raising the chance for Hits to Ignite the target up to 100%. Each instance of Flammability has its own independent duration, lasting 8 seconds by default.
Poison
Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Physical and Chaos damage from Hits Contribute to Poison Magnitude.
Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance.
The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal.
Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.
Buff/Debuff Effect
Modifiers to the Effect of Buffs or Debuffs usually come from the target it affects and are multiplicative with modifiers to the Magnitudes of the Buff or Debuff, which come from its creator.
Covered in Oil
Enemies covered in Oil have their movement speed Slowed, are inflicted with Exposure and have 200% more Magnitude of Flammability inflicted on them.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Damage Contributing to Ailments
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Impale
Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit.
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.
Crimson Assault
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Blackflame Covenant
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
Elemental Archon
Elemental Archon is a type of Archon Buff.
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
Elemental Archon grants:
25% more Elemental Damage with Spells
Cannot deal Non-Elemental Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
Spells have 100% more Flammability Magnitude
Hits with Spells have 100% more Shock chance
Riven Armour
Riven Armour is a Debuff inflicted by Hits, which stores 5% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
The inflicter's subsequent Attack Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Riven Armour cannot get their Armour Broken further.
Unravelling
While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
Broken Stance
Broken Stance is a Debuff inflicted by Hits, which stores 10% of the Pre-mitigation Physical Hit damage of the Hit that inflicts it as its Magnitude.
The inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be Dazed again.
The inflicter's subsequent Hits against the target will gain additional unscaleable added Physical Damage equal to that magnitude.
Enemies with Broken Stance cannot be Dazed again.
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.













