ElementalDamage Ref /105
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
+(100–150)% of Armour also applies to Elemental Damage
+(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 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 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
(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
Inflict Elemental Exposure to Enemies 3 metres in front of you
for 4 seconds, every 0.25 seconds while 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
Every 10 seconds, gain a random non-damaging Shrine buff for 20 seconds
(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 17 Heart of Ice
Grants Skill: Level 17 Icestorm
+(2–4) to Level of all Cold Spell Skills
(10–20)% reduced Cast Speed
(5–15)% increased Intelligence
4% increased Spell Damage per 10 Intelligence
Inflict Elemental Exposure on Hit, lowering Total Elemental Resistances by (20–30)%
Grants Skill: Level 4 Power Siphon
Grants Skill: Level 15 Pinnacle of Power
+(100–150) to maximum Mana
+3 to Level of all Spell Skills
(15–30)% increased Cast Speed
(-1–1) to Maximum Power Charges
power siphon unique elemental art variation [1]
visual use power charges elemental epk [1]
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. The Totem cannot create Jagged Ground.
Curse all targets in an area after a short delay, lowering their Elemental Resistances.
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.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
Fire a single Eye Projectile which does not Hit enemies. The Eye constantly releases damaging shard Projectiles in a spiral as it flies. 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.
Consume 3 Endurance Charges to Raise a Totem that uses socketed Mace Skills. This Totem has no Limit. Cannot use Channelling Skills or Skills with Cooldowns.
Fire a bouncing Grenade that bursts in a spray of Oil when the fuse expires or when it impacts an Enemy, dealing minimal damage but covering the ground and nearby enemies in Oil. Oil created this way can be Ignited by Detonator Skills or Ignited Ground.
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.
Raise a Totem that bombards enemies afflicted by Chaos damage over time Debuffs.
Supports Attacks, causing them to deal more Elemental damage.
Supports Attacks, causing them to deal more Elemental damage.
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.
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.
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Supports Skills which create Totems. Totems created by Supported Skills have additional Elemental Resistances.
Supports Skills which deal Damage, raising Elemental Damage dealt for each Skill used Recently of a different Elemental type. Cannot support Minion Skills.
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 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.
Become attuned to all Elements building up Fire, Cold and Lightning Resonance based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Resonance of any type you have.
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.
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
While active, the first time any Skill Hits a Shocked enemy in your Presence, that Skill also Hits other Shocked enemies in your Presence, up to a maximum.
Raise a cannon Ballista Totem which uses socketed Grenade Skills, with significantly improved Cooldown Recovery Rate.
Saqawal's Rune of the Sky
Stack Size: 1 / 10
Requires: Level 50
Martial Weapons: Gain 5% of Damage as Extra Damage of all Elements
Wand or Staff: Gain 5% of Damage as Extra Damage of all Elements
Place into an empty Rune Socket in a Weapon to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Soul Core of Citaqualotl
Stack Size: 1 / 10
Martial Weapons: 30% increased Elemental Damage with Attacks
Ox Talisman
Stack Size: 1 / 10
Shields: 10% increased Block chance
Sceptres: Allies in your Presence have +8% to all Elemental Resistances
Place into an empty Rune Socket in a Shield or a Sceptre to apply its effect to that item. Once socketed it cannot be retrieved but can be replaced by other socketable items.
Pearlescent Amulet
Requires: Level 8
+(7–10)% to all Elemental Resistances
Prismatic Ring
Requires: Level 35
+(7–10)% to all Elemental Resistances
Warlord Cuirass
Armour: 445
Base Movement Speed: -0.05
Requires: Level 80, 121 Str
+(15–25)% of Armour also applies to Elemental Damage
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
20% increased Elemental Damage
Witch: Minions deal 20% increased Damage
Witch: Minions have 4% increased Attack and Cast Speed
30% increased Elemental Damage if you've Chilled an Enemy Recently
20% increased Elemental Damage with Attacks
5% of Physical Damage from Hits taken as Damage of a Random Element
Archon Buffs also grant +20% to all Elemental Resistances
Archon Buffs also grant 10% increased Movement Speed
Infusion Remnants you create are always a Random Element
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants +50% of Armour also applies to Elemental Damage
Ascendancy: Stormweaver
Character: Sorceress
+1 to Limit for Elemental Skills
Ascendancy: Pathfinder
Character: Ranger
50% 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
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.
Maximum Resistances
The default maximum for Elemental or Chaos resistances is 75%. Maximum resistances cannot be raised above 90%.
Map Node
This represents a Map. A Waystone can be used to access it.

If you fail to complete the Map, it may be attempted again but will not contain additional content, Essences, Shrines, or Strongboxes. It will not be Corrupted and cannot be influenced by Precursor Towers.

Maps between Tier 6 and Tier 10 have an additional 10% penalty to Elemental Resistances.

Maps between Tier 11 and Tier 16 have an additional 10% penalty to Elemental Resistances.

To complete a Map, defeat all Rare Enemies. In Maps with Bosses, you must additionally defeat the Boss to complete it.
Spirit Of The Stag
Players possessed by the Spirit Of The Stag have +30% to all Elemental Resistances, 30% increased Skill Speed, 15% increased Movement Speed and Gain 20% of Damage as Extra Lightning Damage.
Players will also periodically summon a spiritual Stag that calls down Lightning bolts.
Elemental Resistance Aura
Monster creates an Aura that grants +35% to all Elemental Resistances to Allies within 5 metres.
Archon Buff
Archons are a type of Buff that augment your Elemental prowess with Spells. There are Archon Buffs related to each Element: Flame Archon, Ice Archon, and Lightning Archon.

By default each Archon Buff lasts 10 seconds, but will be removed early if you use any non-instant Attack.

You cannot gain any Archon Buff while you already have one, or during a recovery period after you lose one, which lasts 20 seconds by default.
Ice Archon
Ice Archon is a type of Archon Buff.
Ice Archon grants:
25% more Cold Damage with Spells
Convert 100% of Elemental Damage with Spells to Cold Damage
Cannot deal Non-Cold Damage with Spells
Hits with Spells cause 100% more Freeze Buildup
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
Lightning Archon
Lightning Archon is a type of Archon Buff.
Lightning Archon grants:
25% more Lightning Damage with Spells
Convert 100% of Elemental Damage with Spells to Lightning Damage
Cannot deal Non-Lightning Damage with Spells
Hits with Spells have 100% more Shock chance
Edit

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