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.
Grants Skill: Level 5 Solar Orb
(80—120)% increased Fire Damage
(10—20)% increased Cast Speed
100% increased Flammability Magnitude
100% increased Ignite Magnitude
(30—50)% increased Evasion Rating
Adds (3—5) to (6—8) Cold damage to Attacks
+(20—30)% to Cold Resistance
(40—50)% increased Freeze Buildup
(20—30)% increased Magnitude of Chill you inflict
(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
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Gain 1% of Cold damage as Extra Fire damage per 1% Chill Magnitude on enemy
(40—60)% increased Evasion and Energy Shield
+(10—20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Flammability and Ignite Magnitudes
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
10% reduced Movement Speed
(50—100)% increased Armour and Energy Shield
+100 to maximum Life
(35—50)% reduced Effect of Chill on you
(35—50)% reduced Magnitude of Ignite on you
(35—50)% reduced effect of Shock on you
Adds (25—32) to (40—50) Fire Damage
No Physical Damage
+(30—50) to Accuracy Rating
100% increased Flammability Magnitude
30% increased Light Radius
Adds 1 to 3 Physical Damage to Attacks
Adds (3—4) to (5—8) Cold damage to Attacks
(5—10)% increased Attack Speed
+(5—10)% to Cold Resistance
Enemies Chilled by your Hits increase damage taken by Chill Magnitude
Attacks Gain (5—10)% of Damage as Extra Cold Damage
Adds 3 to 5 Fire damage to Attacks
Adds (3—5) to (6—9) Fire damage to Attacks
+(30—50) to maximum Mana
50% increased Flammability Magnitude
Attacks Gain (5—10)% of Damage as Extra Fire Damage
Adds 1 to 4 Physical Damage to Attacks
Adds (5—7) to (9—13) Physical Damage to Attacks
+(20—30) to Dexterity
(10—20)% chance to Poison on Hit
All Damage taken from Hits while Poisoned Contributes to Magnitude of Chill on you
(15—25)% increased Magnitude of Poison you inflict
Grants Skill: Parry
(20—30)% increased Block chance
+(20—30) to Evasion Rating
You take 50% of damage from Blocked Hits
Adds 1 to 4 Physical Damage to Attacks
Adds (5—7) to (9—13) Physical Damage to Attacks
+(20—30) to Strength
All Damage taken from Hits while Bleeding Contributes to Magnitude of Chill on you
(10—20)% chance to inflict Bleeding on Hit
(15—25)% increased Magnitude of Bleeding you inflict
+(7—13)% to Chaos Resistance
(15—30)% increased Mana Regeneration Rate
50% increased Ignite Magnitude
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
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
All Damage from Hits with this Weapon Contributes to Chill Magnitude
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76—98) to (126—193) Fire Damage
(30—50)% increased Flammability Magnitude
(10—20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
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.
An arc of Lightning stretches from the caster to a targeted enemy and Chains on to other nearby enemies. Consumes a Lightning Infusion if possible to deal more damage and Chain further.
While active, conjures an icy barrier that gains stages over time. While the barrier has stages, Melee Attacks that hit you will remove a stage to cause a burst of ice that deals Cold Spell damage to the attacker.
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.
Supports any skill that Hits enemies, giving it a chance to Poison enemies and causing it to inflict more powerful Poisons against Bleeding Enemies.
Supports any skill that Hits enemies, making its Shocks more effective but reflecting them back to you as well.
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.
Supports any skill that Hits enemies, making it more likely to Ignite.
Supports any skill that Hits enemies, making it more likely to Ignite.
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Supports Curse Skills, magnifying their power.
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.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Fire Attack damage in an area. Additional smaller flasks are thrown at nearby Ignited Enemies.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Poison.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
Supports any skill that Hits enemies, causing it to deal less damage but inflict more potent Bleeding.
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 which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
Supports Skills you use yourself which Damage enemies with Hits. Supported Skills consume a percentage of your maximum Life Flask charges, inflicting more powerful Bleeding based on Life Flask charges consumed.
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.
Supports Attack Skills. Supported Skills inflict Incision on Hit, which causes Enemies to be increasingly more likely to be inflicted with Bleeding. All Incision is removed from a target on inflicting it with Bleeding.
Supports Skills which can cause Damaging Hits. Bleeding inflicted by those Hits is more effective against Poisoned Enemies, and Poison inflicted by Supported Skills is more effective against Bleeding Enemies.
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.
Perfect Essence of Command
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Sceptre: Aura Skills have (15—20)% increased Magnitudes
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:
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 6 to 10 Fire damage to Attacks
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:
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 6 to 10 Fire damage to Attacks
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:
Martial Weapon: Adds 6 to 10 Physical Damage to Attacks, Adds 1 to 16 Lightning damage to Attacks
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
Helmets: 8% increased Skill Effect Duration, 8% increased Cooldown Recovery Rate
Place into an empty Augment Socket in a Helmet to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Guatelitzi's Soul Core of Endurance
Stack Size: 1 / 10
Limited to: GenericLimit1
Requires: Level 50
Martial Weapon: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Wand or Staff: 50% chance when you gain an Endurance Charge to gain an additional Endurance Charge
Place into an empty Augment Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
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
(50—80)% increased Flammability Magnitude
local weapon implicit hidden % base damage is fire [30]
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
(15—25)% increased Magnitude of Shock you inflict
local weapon implicit hidden % base damage is lightning [30]
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
(50—80)% increased Flammability Magnitude
local weapon implicit hidden % base damage is fire [30]
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
(15—25)% increased Magnitude of Shock you inflict
local weapon implicit hidden % base damage is lightning [30]
Decrepifying Arm
has incursion limb [1]
(12—16)% increased Curse Magnitudes
+30% of Armour also applies to Fire Damage
30% reduced Magnitude of Ignite on you
20% increased Parry Hit Area of Effect
Ignites you cause are reflected back to you
40% reduced Magnitude of Ignite on you
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
10% chance to inflict Bleeding on Hit
15% increased Magnitude of Bleeding you inflict
20% increased Ignite Magnitude
20% increased Ignite Duration on Enemies
30% increased Freeze Buildup
20% increased Chill Duration on Enemies
20% increased Magnitude of Chill you inflict
20% increased Chill Duration on Enemies
30% increased Magnitude of Chill you inflict
20% increased Freeze Buildup
15% increased Chill and Freeze Duration on Enemies
15% increased Magnitude of Chill you inflict
15% increased Mana Regeneration Rate
30% increased Magnitude of Shock you inflict
15% increased Critical Hit Chance against Shocked Enemies
40% increased Magnitude of Shock you inflict with Critical Hits
25% chance for Attacks to Maim on Hit against Poisoned Enemies
25% increased Magnitude of Poison you inflict
30% increased Magnitude of Poison you inflict
Recover 2% of maximum Life on Killing a Poisoned Enemy
Targets can be affected by +1 of your Poisons at the same time
20% reduced Magnitude of Poison you inflict
40% faster Curse Activation
Your Curses have 20% increased Magnitudes if 50% of Curse Duration expired
20% increased Area of Effect of Curses
10% increased Curse Magnitudes
Enemies you Curse are Hindered, with 15% reduced Movement Speed
40% increased Flammability Magnitude
20% increased Freeze Buildup
20% increased chance to Shock
Witch: 20% increased Critical Hit Chance for Spells
Witch: 20% increased Physical Damage
60% increased Flammability Magnitude
30% increased Damage with Hits against Burning Enemies
80% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
16% increased Fire Damage
30% increased Flammability Magnitude
16% increased Attack Damage
100% increased Flammability Magnitude
8% reduced Skill Effect Duration
25% increased Shock Duration
25% increased Magnitude of Shock you inflict
25% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
20% increased Magnitude of Shock you inflict
Unwithered enemies are Withered for 8 seconds when they enter your Presence
20% increased Withered Magnitude
Break Armour on Critical Hit with Spells equal to 10% of Physical Damage dealt
20% increased Magnitude of Impales inflicted with Spells
20% increased Physical Damage
15% increased Magnitude of Bleeding you inflict
25% increased Physical Damage
40% increased Magnitude of Bleeding you inflict against Pinned Enemies
40% increased Chill Duration on Enemies
40% increased Shock Duration
25% increased Magnitude of Chill you inflict
25% increased Magnitude of Shock you inflict
10% increased Duration of Elemental Ailments on Enemies
30% increased Magnitude of Non-Damaging Ailments you inflict
30% increased Presence Area of Effect
Aura Skills have 6% increased Magnitudes
Aura Skills have 12% increased Magnitudes
Druid: 10% increased Critical Damage Bonus
Druid: 10% increased Damage
Druid: 10% increased Area Damage
Aura Skills have 14% increased Magnitudes
Your Aura Buffs do not affect Allies
50% increased Flammability Magnitude
25% increased Freeze Buildup
25% increased chance to Shock
25% increased Electrocute Buildup
5% reduced Attack Speed
30% increased Magnitude of Ailments you inflict
20% increased Duration of Damaging Ailments on Enemies
Damaging Ailments Cannot Be inflicted on you while you already have one
20% increased Magnitude of Damaging Ailments you inflict
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
25% increased Magnitude of Ailments you inflict against Marked Enemies
20% increased Critical Hit Chance against Marked Enemies
+10 to Dexterity
15% increased Presence Area of Effect
Aura Skills have 10% increased Magnitudes
50% increased Armour while Bleeding
50% reduced Magnitude of Bleeding on You
Bleeding you inflict is Aggravated
Base Bleeding Duration is 1 second
50% more Magnitude of Bleeding you inflict
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudes
Ascendancy: Lich
Character: Witch
4% increased Magnitude of Unholy Might Buffs you grant per 100 maximum Mana
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Shocks at the same time
25% less Magnitude of Shock you inflict
Ascendancy: Stormweaver
Character: Sorceress
Targets can be affected by two of your Chills at the same time
Your Chills can Slow targets by up to a maximum of 35%
25% less Magnitude of Chill you inflict
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.
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.
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.
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.
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.
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.
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).
Slow Magnitude Modifier
This is modifier applies to Debuffs you inflict that Slow enemies, and scales only the specific Magnitude that slows the target. It will not affect any other Magnitudes that Debuff has if it does other things in addition to the Slow.
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.
Crimson Assault
Bleeding you inflict is Aggravated
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
Flame Archon
Flame Archon is a type of Archon Buff.
Flame Archon grants:
25% more Fire Damage with Spells
Convert 100% of Elemental Damage with Spells to Fire Damage
Cannot deal Non-Fire Damage with Spells
Spells have 100% more Flammability Magnitude
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
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.
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.
Compounding Ignite
When Igniting a target which has already been Ignited by the same use of this Skill, the existing Ignite is removed to boost the new Ignite, multiplying its Magnitude by the total number of Ignites compounded this way.
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