Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire1_
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash47191
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire2
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash3601
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
10% increased Fire Damage
Witch: 10% increased Physical Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire3
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash51968
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire5
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash6752
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
12% increased Fire Damage
Fire Damage Attr /4
NameShow Full Descriptions
IDfire6
IconArt/2DArt/SkillIcons/passives/firedamageint.png
PassiveSkillsHash7378
TagsisKeystone: false isNotable: false isAscendancyStart: false isMultipleChoice: false isMultipleChoiceOption: false isBlighted: false isJewelSocket: false isMastery: false isProxy: false isUsed: true isRoyale: false
Fire Damage
Fire Damage
non_skill_base_physical_damage_%_to_gain_as_fire
Attribute /4

strdex_mission_fire_damage

KeyValue
IsInvisible1
BuffGroupsID29
IsBuffDefinition1
BuffMergeModesID2
Codenon skill base physical damage % to gain as fire
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics1
Fire Damage
You deal a percentage of your Physical Damage as additional Fire Damage
non_skill_base_physical_damage_%_to_gain_as_fire
Attribute /4

added_fire_damage

KeyValue
IsInvisible1
BuffGroupsID29
IsBuffDefinition1
BuffMergeModesID3
Codenon skill base physical damage % to gain as fire
IsPublic1
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics1
Fire Damage
(7–12)% increased Fire Damage
Fire Damage Attr /6
NameValue
SourceTimeless Jewel
Codevaal_small_fire_damage
IconArt/2DArt/SkillIcons/passives/VaalOffensive.png
NameFire Damage
Weight75
Stats
  • fire_damage_+% Min: 0 Max: 0
  • Fire Ref /100
    Fire Damage
    Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire hits have a chance to Ignite based on how much Fire damage is dealt.
    +(30–50)% to Fire Resistance
    (30–50)% reduced Ignite Duration on you
    40% of Physical Damage taken as Fire Damage
    25 to 35 Fire Thorns damage
    local weapon implicit hidden % base damage is fire [50]
    Adds (4–6) to (8–10) Physical Damage
    Adds (4–6) to (8–10) Fire Damage
    +(10–20) to Strength
    +(20–30)% to Fire Resistance
    Hits Break (30–50) Armour
    Inflicts Fire Exposure when this Weapon Fully Breaks Armour
    Grants Skill: Level 5 Living Bomb
    (80–120)% increased Fire Damage
    (10–20)% increased Cast Speed
    100% increased chance to Ignite
    100% increased Magnitude of Ignite you inflict
    (80–100)% increased Evasion Rating
    +(15–25)% to Fire Resistance
    30% increased Light Radius
    Enemies in your Presence are Ignited as though dealt 100 Base Fire Damage
    +(10–15) to Spirit
    (10–15)% increased Rarity of Items found
    (15–30)% increased Mana Regeneration Rate
    Take 100 Fire Damage when you Ignite an Enemy
    +(1–4) to Level of all Fire Skills
    (100–150)% increased Evasion Rating
    +300 to maximum Life
    25% reduced Attribute Requirements
    100% of Fire Damage from Hits taken as Physical Damage
    20% increased Movement Speed
    +(40–60) to maximum Life
    +(20–30)% to Fire Resistance
    Drop Ignited Ground while moving, which lasts 8 seconds and Ignites as though dealing Fire Damage equal to 10% of your maximum Life
    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
    (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
    Chance to Ignite is doubled
    (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 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
    No Physical Damage
    Adds (25–32) to (40–50) Fire Damage
    +(30–50) to Accuracy Rating
    100% increased chance to Ignite
    30% increased Light Radius
    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 chance to Ignite
    Attacks Gain (5–10)% of Damage as Extra Fire Damage
    +(20–30)% to Fire Resistance
    (20–30)% increased Fire Damage
    (3.1–6) Life Regeneration per second
    (20–30)% increased Mana Regeneration Rate
    Ignites you inflict spread to other Enemies that stay within 1.5 metres for 1 second
    +(20–30)% to Fire Resistance
    +(40–60) to maximum Life
    +(20–30)% to Fire Resistance
    (-15–-10)% to Cold Resistance
    You take Fire Damage instead of Physical Damage from Bleeding
    Grants Skill: Parry
    (100–300)% increased Evasion Rating
    +2 to Level of all Cold Skills
    +1 to Level of all Fire Skills
    +3 to Level of all Lightning Skills
    Grants Skill: Raise Shield
    (100–150)% increased Armour
    +(30–40)% to Fire Resistance
    +(23–29)% to Chaos Resistance
    +(150–200) to Stun Threshold
    Gain 1% of damage as Fire damage per 1% Chance to Block
    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
    +20 to maximum Energy Shield
    +(10–20) to Intelligence
    +(5–15)% to Fire Resistance
    +(5–15)% to Cold Resistance
    100% of Fire Damage Converted to Cold Damage
    +(7–13)% to Chaos Resistance
    (15–30)% increased Mana Regeneration Rate
    50% reduced Ignite Duration on Enemies
    Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
    50% increased Magnitude of Ignite you inflict
    use unique blackflame ignite effect [1]
    Grants Skill: Level 8 Purity of Fire
    Gain 25% of Damage as Extra Fire Damage
    Allies in your Presence deal (15–23) to (28–35) added Attack Fire Damage
    50% of your Base Life Regeneration is granted to Allies in your Presence
    25% increased Light Radius
    Grants effect of Guided Meteoric Shrine
    (10–20)% increased Rarity of Items found
    +(10–20) to all Attributes
    Fire Resistance is unaffected by Area Penalties
    You can only Socket Ruby Jewels in this item
    Grants Skill: Spear Throw
    Adds (14–26) to (27–32) Physical Damage
    Adds (33–41) to (47–53) Fire Damage
    (15–25)% chance to cause Bleeding on Hit
    Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
    (25–40)% chance to Aggravate Bleeding on Hit
    Used when you become Ignited
    (20–25)% Chance to gain a Charge when you Kill an Enemy
    Ignite Enemies in Presence as though dealing Fire damage equal to 500% of your maximum Life when used
    (50–100)% increased Armour and Evasion
    (5–10)% increased Attack Speed
    +(20–30) to Strength
    +(20–30) to Dexterity
    +(30–50)% to Lightning Resistance
    100% of Fire damage Converted to Lightning damage
    Supports Attacks, causing them to Gain Fire Damage but deal less Cold and Lightning Damage.
    Supports any skill that Hits enemies, making those Hits Penetrate enemy Fire resistance.
    Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
    Supports skills which create Minions which can be damaged, causing them and enemies near them to Burn. Damage dealt by the Burning is based off the Life of the supported Minion.
    Supports Attacks, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
    Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
    Supports Attacks, causing them to Gain Lightning Damage but deal less Cold and Fire Damage.
    Supports Attacks, causing them to Gain Cold Damage but deal less Fire and Lightning Damage.
    Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
    Supports any skill that Hits enemies, causing enemies it Ignites to have a chance to explode on death.
    Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
    Supports skills which create Minions, causing them to violently explode when reduced to Low Life.
    Supports Fire skills, granting them an additional level.
    Perform a warcry, Empowering subsequent Attacks. Consumes all Endurance Charges to Empower additional attacks. Enemies in the warcry's area are destabilised and will Combust on death.
    Slam the ground, creating a winding fissure that deals damage as it travels and remains for a duration. Using a different Slam on a fissure will cause an Aftershock, which spreads to all connected fissures.
    Charge up your weapon while channelling. Releasing the moment you fully charge will release a wave of Fire.
    When you raise your Shield it is infused with magma for a short time. Blocking during this time will spray magma at the attacker and grant you an Endurance Charge.
    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.
    Channel to build up power before firing off a burning arrow. At maximum charge, the arrow will detonate at the end of its flight, causing an explosion in an area around it.
    Fire a noxious arrow at the ground, creating a cloud of flammable poisonous gas at the end of its flight. The cloud will detonate if hit by a Detonator skill or if an Ignited enemy touches it, creating a fiery explosion.
    Hurl a single payload Spear that pierces through enemies and lodges in terrain where it lands. The Spear will explode at the end of its Detonation Time or if Detonated. Consumes a Frenzy Charge if you have one to explode immediately, dealing more damage in a cross-shaped area and creating Ignited Ground.
    Build Glory by Heavy Stunning enemies. When you have maximum Glory you may call forth the Azmeri goddess Solaris, jumping backwards and throwing your Spear in the air. On landing the spear deals heavy damage in an area, then calls a divine skybeam that pulses periodically and creates expanding Ignited Ground. Modifiers to number of Projectiles fired do not apply to this skill.
    Plunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.
    Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
    Cause a Corpse to violently explode, damaging surrounding enemies.
    Consume a Corpse to create a fireball that seeks out enemies and explodes.
    Rain flaming bolts over the targeted area. Ignites on enemies and Corpses in front of you are Consumed to fuel the Firestorm by creating improved bolts.
    Curse all targets in an area after a short delay, lowering their Fire Resistance.
    Conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel for, and at maximum strength also apply stacking Fire Exposure and creating Ignited Ground.
    Emit an Aura that boosts the Fire Resistance of you and Allies in your Presence.
    Channel to build destructive energy around you or a targeted Solar Orb. Releasing the energy causes a devastating explosion that is larger and more intense the longer you Channelled for.
    Activate to summon long-ranged, Reviving Skeletal Snipers that can fire a gas arrow on Command.
    Activate to summon bomb-throwing, Reviving Skeletal Arsonists that can detonate other Minions on Command.
    Create a wall of Fire in front of the character, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage and inflict the Ignite on hit.
    Create a fiery Orb that periodically releases fiery pulses. Enemies that are very close to the Orb are Ignited.
    Launch a large ball of Fire which explodes on impact, creating a nova of smaller firebolts.
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    While active, Fire Spells you use yourself will also summon Raging Spirits, which are short-lived flaming skulls that rush at nearby enemies and rapidly Attack them. Enemies will not directly engage these Minions, and can pass through them.
    Plant a seed of Fire inside an enemy, which grows over a duration. When the duration expires, the seed explodes, damaging the enemy and all other enemies nearby.
    Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
    Conjure a blazing Ember that hovers above you. After a short duration, the Ember launches at an enemy, dealing Fire damage in an area on impact and prioritising the last enemy targeted. Recasting this spell resets the duration for all active Embers. Multiple Embers fired in the same Fusillade will attempt to target different enemies.
    Deploy a Ballista Totem that fires bolts skyward, to explode a short time after landing.
    Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
    Fire a bouncing Grenade that causes a burst of Poison gas when its fuse expires, damaging enemies and leaving behind a growing Poison cloud. Burning effects or Detonator skills will cause the cloud to explode in a fiery blast.
    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.
    Load your Crossbow with enemy-seeking payloads which are fired into the air, dropping a bolt near every enemy in the target area. These bolts lodge in the ground and explode after a short delay.
    Load your Crossbow with flaming bolts that explode on impact. The explosion will cause any Grenades in its area of effect to also explode.
    Load your Crossbow with flaming bolts that fragment in flight, damaging and Igniting enemies on hit and in a small cone behind their final target.
    Load your Crossbow with a large clip of heavily modified bolts that cause Heat to build up on your crossbow, before unleashing a stream of flaming bolts that gain Fire Damage based on your Heat. Heat also grants bonus damage to Grenades you fire, but dissipates rapidly when not building up. Using this skill again reloads the clip.
    Consume charges from your Mana Flask to throw a bottle that explodes, dealing Fire attack damage in an area and inflicting Fire Exposure.
    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.
    Consume a Corpse to create a cloud of flammable Poisonous gas. Any Burning effects or Detonator skills will explode the gas cloud, creating a fiery explosion.
    Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
    Fire a bouncing Grenade that explodes when its fuse expires, throwing out a nova of mini Grenades that explode when they come to a stop.
    Grants your weapon Infusion. Non-Melee Projectile Attacks with that weapon Consume Infusions to Infuse the Projectiles fired, causing them to explode at the end of their flight.
    While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Fire spells on reaching maximum Energy.
    Channel to temper your main hand Melee Martial Weapon. Each hit of the hammer against the anvil Empowers subsequent Attacks to Combust when Hitting enemies.
    25% of Armour also applies to Fire Damage taken from Hits
    25% increased Fire Damage
    15% increased Ignite Duration on Enemies
    18% increased Fire Damage
    30% increased chance to Ignite
    Witch: 15% increased Critical Hit Chance for Spells
    Witch: 18% increased Physical Damage
    15% increased Fire Damage
    10% increased Magnitude of Ignite you inflict
    15% increased Area of Effect
    Burning Enemies you kill have a 5% chance to Explode, dealing a tenth of their maximum Life as Fire Damage
    Gain 8% of Damage as Extra Fire Damage
    Gain 12% of Physical Damage as Extra Fire Damage
    20% increased Freeze Buildup
    Gain 25% of Cold Damage as Extra Fire Damage against Frozen Enemies
    50% increased Cold Damage while affected by Herald of Ice
    50% increased Fire Damage while affected by Herald of Ash
    50% increased Lightning Damage while affected by Herald of Thunder
    Fire Exposure you inflict lowers Total Fire Resistance by an extra 5%
    Hits that deal Fire Damage remove Fire Exposure and inflict Lightning Exposure
    Hits that deal Cold Damage remove Cold Exposure and inflict Fire Exposure
    Hits that deal Lightning Damage remove Lightning Exposure and inflict Cold Exposure
    Ascendancy: Smith of Kitava
    Character: Warrior
    Body Armour grants 25% of Physical Damage from Hits taken as Fire Damage
    Ascendancy: Infernalist
    Character: Witch
    20% of Cold Damage taken as Fire Damage
    Ascendancy: Infernalist
    Character: Witch
    Maximum Mana is replaced by Maximum Infernal Flame
    Gain Infernal Flame instead of spending Mana for Skill costs
    Take maximum Life and Energy Shield as Fire Damage when Infernal Flame reaches maximum
    Lose all Infernal Flame on reaching maximum Infernal Flame
    50% of Infernal Flame lost per second if none was gained in the past 2 seconds
    Ascendancy: Infernalist
    Character: Witch
    Become Ignited when you deal a Critical Hit, taking 15% of your maximum Life and Energy Shield as Fire Damage per second
    Ascendancy: Infernalist
    Character: Witch
    While on High Infernal Flame, you and Allies in your
    Presence Gain 50% of Damage as Fire Damage
    100% increased chance for Essences found in your Maps to add Caster modifiers
    100% increased chance for Essences found in your Maps to add Cold modifiers
    100% increased chance for Essences found in your Maps to add Fire modifiers
    100% increased chance for Essences found in your Maps to add Lightning modifiers
    Edit

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