ElementalDamage Ref /68
Elemental Damage Types
The three Elemental damage types are Fire, Cold, and Lightning.
+(20–30) to maximum Mana
+(5–15)% to all Elemental Resistances
Gain (1–10) Mana per Enemy Killed
You can apply an additional Curse
+(30–50) to Evasion Rating
10% increased Rarity of Items found
+(25–35)% to all Elemental Resistances
50% increased maximum Life
+(10–20) to all Attributes
40% reduced Light Radius
(50–100)% increased Armour and Energy Shield
+100 to Spirit
+(5–15)% to all Elemental Resistances
Gain no inherent bonus from Intelligence
+(20–30) to maximum Energy Shield
(15–30)% increased Skill Speed
(20–30)% increased Critical Hit Chance
(30–50)% increased Damage
+(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
+(10–15) to Strength
20% reduced maximum Life
+(10–20) to all Attributes
+(10–20)% to all Elemental Resistances
100% increased amount of Life Leeched
Has (1–3) Charm Slot
(20–30)% increased Life Recovery from Flasks
+(30–50) to maximum Mana
+(5–10)% to all Elemental Resistances
50% of Damage taken Recouped as Mana
+(40–60) to Armour
+(5–15) to Strength
+(5–15) to Intelligence
+(40–60) to Stun Threshold
+(60–80) to maximum Life
+(40–60) to maximum Mana
+(5–10)% to all Elemental Resistances
25% reduced Endurance Charge Duration
Recover 5% of maximum Life for each Endurance Charge consumed
Grants Skill: Level 15 Herald of Ash
Grants Skill: Level 15 Herald of Ice
Grants Skill: Level 15 Herald of Thunder
+(60–80) to maximum Life
+(30–40)% to all Elemental Resistances
Enemies in your Presence have no Elemental Resistances
Gain (5–10)% of Elemental Damage as Extra Cold Damage
Gain (5–10)% of Elemental Damage as Extra Fire Damage
Gain (5–10)% of Elemental Damage Damage as Extra Lightning Damage
(40–60)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
Fire Damage from Hits Contributes to Shock Chance instead of Ignite Chance and Magnitude
Cold Damage from Hits Contributes to Ignite Chance and Magnitude instead of Chill Magnitude or Freeze Buildup
Lightning Damage from Hits Contributes to Freeze Buildup instead of Shock Chance
(6–15)% increased Rarity of Items found
(50–70)% increased Rarity of Items found
+10 to Dexterity
(200–300)% increased Armour and Evasion
+(10–20)% to all Elemental Resistances
Charms use no Charges
Grants Skill: Parry
+(60–80) to maximum Mana
+(10–15)% to all Elemental Resistances
20% increased Accuracy Rating
Parried enemies take more Spell Damage instead of more Attack Damage
100% increased Parried Debuff Duration
parry skill art variation from item [2]
Grants Skill: Parry
(60–100)% increased Evasion Rating
+(10–15)% to all Elemental Resistances
Parrying applies 10 Stacks of Critical Weakness
100% increased Parry Damage
Grants Skill: Raise Shield
(60–120)% increased Armour
+(60–100) to maximum Mana
+(10–15)% to all Elemental Resistances
Apply Elemental Exposure to Enemies 3 metres in front of you
for 4 seconds while Shield is raised
Grants Skill: Raise Shield
(80–150)% increased Armour and Energy Shield
+(20–30) to Dexterity
+(10–20)% to all Elemental Resistances
+1 to Maximum Spirit per 25 Maximum Life
Grants Skill: Level 7 Sigil of Power
(80–120)% increased Spell Damage
(10–20)% increased Cast Speed
+(5–10)% to all Elemental Resistances
20% increased Light Radius
Spells fire 4 additional Projectiles
Spells fire Projectiles in a circle
+(60–80) to maximum Life
15% additional Physical Damage Reduction
100% increased Elemental Damage with Attacks
+(5–10)% to Critical Hit Chance
+(2–4) to Level of all Elemental Skills
Trigger skills refund half of Energy spent
Grants Skill: Level 8 Purity of Fire
Gain (40–60)% of Damage as Extra Fire Damage
Allies in your Presence Gain (20–30)% of Damage as Extra Fire Damage
Allies in your Presence Regenerate (2–3)% of their Maximum Life per second
Enemies in your Presence Resist Elemental Damage based on their Lowest Resistance
+(120–160) to Accuracy Rating
(30–40)% increased Rarity of Items found
+(10–15)% to all Elemental Resistances
Gain 25 Life per Enemy Hit with Attacks
Can't use other Rings
Gain 15 Mana per Enemy Hit with Attacks
50% reduced Duration of Curses on you
+(100–150) to maximum Energy Shield
+(10–20)% to all Elemental Resistances
(5–30)% of Damage taken Recouped as Life
(5–30)% of Damage taken Recouped as Mana
Skills have (-2–-1) seconds to Cooldown
Only affects Passives in Medium-Large Ring
Passives in Radius can be Allocated without being connected to your tree
(-20–-5)% to all Elemental Resistances
(-23–-3)% to Chaos Resistance
(250–300)% increased Physical Damage
10% reduced Attack Speed
50% increased Mana Regeneration Rate
local gain shrine buff every 10 seconds [1]
(40–50)% increased Mana Regeneration Rate
+(30–50) to Spirit
+(20–30) to Intelligence
+(10–20)% to all Elemental Resistances
(30–50)% increased Energy Shield Recharge Rate
Current Energy Shield also grants Elemental Damage reduction
Adds (5–7) to (10–12) Physical Damage
+10 to Dexterity
(30–50)% increased Mana Regeneration Rate
Attacks with this Weapon gain 50% of Physical damage as Extra damage of each Element
(100–200)% increased Energy Shield
(30–50)% increased Energy Shield Recharge Rate
20% of Elemental damage from Hits taken as Chaos damage
+25% chance to be Poisoned
(60–100)% increased Energy Shield
+(60–100) to maximum Mana
(10–15)% increased Rarity of Items found
Your Hits can Penetrate Elemental Resistances down to a minimum of -50%
Grants Skill: Level 4 Power Siphon
+(100–150) to maximum Mana
+3 to Level of all Spell Skills
(15–30)% increased Cast Speed
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports Attacks that use a weapon, causing them to deal more weapon Elemental damage.
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which causes Armour to partially apply to Elemental Hit Damage.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
Raise a Totem that Slams the ground around it, repeatedly damaging nearby enemies. Jagged Ground erupts when hit by this Slam, damaging enemies standing on it.
Raise a Totem that uses socketed Mace Skills. Cannot use Channelling Skills or Skills with Cooldowns.
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.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Attack Hits. Your Elemental Damage with Attacks is greatly enhanced the more Resonance of any type you have.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies, plus an extra burst of shards at the end of its flight. If the Eye passes over an Elemental ground surface or Orb, it will take on that surface's effect causing shards to deal more damage of the corresponding Type.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Tap into a current of raw and unpredictable Elemental power, causing you to deal greatly more damage of a randomly chosen Element. The Element affected changes frequently, though the same Element can be affected multiple times in succession.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Deploy a Ballista Totem that fires Pinning bolts which Maim Enemies.
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.
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.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
20% increased Freeze Buildup
Hits ignore non-negative Elemental Resistances of Frozen Enemies
30% increased Elemental Damage if you've Chilled an Enemy Recently
30% increased Elemental Damage if you've Shocked an Enemy Recently
10% increased Area of Effect for Attacks
20% increased Elemental Damage with Attacks
5% of Physical Damage from Hits taken as Damage of a Random Element
Attack Damage Penetrates 15% of Enemy Elemental Resistances
Banners also grant +5% to all Elemental Resistances to you and Allies
Ascendancy: Pathfinder
Character: Ranger
30% of Evasion Rating also grants Elemental Damage reduction
Ascendancy: Amazon
Character: Huntress
Life Leech recovers based on your Elemental damage as well as Physical damage
Edit

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