AilmentThreshold Ref /39
Elemental Ailment Threshold
A higher Elemental Ailment Threshold makes it less likely that being Hit by Elemental Damage will apply the relevant Ailment, as well as lowering the amount of Freeze and Electrocute buildup recieved. A lower Elemental Ailment Threshold makes it more likely, and increases buildup of Freeze and Electrocute recieved. By default a player's Ailment Threshold is equal to half their Life.
10% increased Movement Speed
(30—50)% increased Armour and Evasion
+(30—50) to Stun Threshold
+(30—50) to Ailment Threshold
(100—150)% increased Armour and Evasion
+(100—150) to maximum Life
+(17—23)% to Chaos Resistance
+(200—300) to Ailment Threshold
Life that would be lost by taking Damage is instead Reserved
until you take no Damage to Life for 3 seconds
Supports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.
While active, gains Energy when you Ignite enemies and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Freeze, Shock, or Ignite enemies, and triggers socketed spells on reaching maximum Energy.
While active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.
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.
While active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
Supports Channelling Skills you use yourself, granting you higher Stun Threshold and Ailment Threshold while Channelling them.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximum Energy.
While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
Idol of Maxarius
Stack Size: 1 / 10
Limited to: 1
Requires: Level 50
Place into an empty Augment Socket in a Body Armour to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other Augment items.
Bounded:
Body Armours: Storm Skills have +1 to Limit
Armoured Vest
Base Movement Speed: -0.03
Requires: Level 73, 121 Dex
(30—40)% increased Elemental Ailment Threshold
Wyrmscale Coat
Base Movement Speed: -0.03
Requires: Level 75, 121 Dex
(30—40)% increased Elemental Ailment Threshold
28% increased maximum Energy Shield
Gain additional Ailment Threshold equal to 12% of maximum Energy Shield
Gain additional Stun Threshold equal to 12% of maximum Energy Shield
Gain Ailment Threshold equal to the lowest of Evasion and Armour on your Boots
+5 to all Attributes
Gain additional Ailment Threshold equal to 16% of maximum Energy Shield
Gain additional Stun Threshold equal to 16% of maximum Energy Shield
Gain additional Ailment Threshold equal to 20% of maximum Energy Shield
Gain additional Stun Threshold equal to 20% of maximum Energy Shield
Gain additional Ailment Threshold equal to 30% of maximum Energy Shield
10% reduced Duration of Ailments on You
3% increased maximum Life, Mana and Energy Shield
Gain additional Ailment Threshold equal to 15% of maximum Energy Shield
Gain additional Stun Threshold equal to 15% of maximum Energy Shield
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
Minions deal 15% increased Damage
Minions have 20% increased Critical Hit Chance
Druid: 16% increased Armour
Druid: 16% increased maximum Energy Shield
Druid: 20% increased Elemental Ailment Threshold
30% increased Block chance while Surrounded
10% increased Deflection Rating while Surrounded
40% increased Ailment and Stun Threshold while Surrounded
30% increased Mana Regeneration Rate while Shocked
+500 to Armour while Frozen
21% increased Stun Threshold
30% increased Life Regeneration rate while Ignited
Ascendancy: Tactician
Character: Mercenary
Gain Deflection Rating equal to 20% of Armour
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.
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.
Shock
Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default.

Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.
Spirit Of The Ox
Players possessed by the Spirit Of The Ox have 50% reduced Slowing Potency of Debuffs on them, 60% increased Elemental Ailment Threshold and Armour and 20% reduced damage taken.
Players will also periodically summon a spiritual stampede of Oxen that tramples over enemies.
Wyvern Form
Shapeshift into a Wyvern to bombard your enemies with Fire and Lightning, then close in for the kill.

While in Wyvern form, you gain:
• 50% increased Stun Threshold
• 50% increased Elemental Ailment Threshold
• 50% faster start of Energy Shield Recharge
Edit

Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.