Fire Damage
Fire damage is one of the five Damage Types. It is reduced by Fire Resistance. Fire Hits inflict Flammability based on how much Fire damage is dealt, which provides a chance to Ignite.
Skill Gem /73
Launch a fiery Projectile towards a target. The Projectile explodes on impact, damaging foes in a small area.
Shapeshift into a burning monstrosity and leap through the air to crash down upon the earth, Slamming twice and creating Molten Fissures. Consumes Rage to create additional Molten Fissures.
Cause a Corpse to violently explode, damaging surrounding enemies.
Rain a storm of flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, creating a much larger storm when Fire-Infused, causing lightning bolts when Lightning-Infused, and raining ice bolts when Cold-Infused.
Gain fuel by spending Mana on any Skill, then use the accumulated fuel to conjure a torrent of Fire from your hand, Igniting enemies in front of you. The flames grow stronger the longer you Channel. Consumes a Fire Infusion if possible to also create Ignited Ground. Cannot gain fuel while using this skill.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skillChains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Create a wall of Fire in front of you, which Ignites everything within its area. Any Projectiles fired through the wall by you and Allies deal added Fire damage. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Slam the ground, creating a branching Molten Fissure that deals damage as it travels and remains for a duration. Using a different Slam on a Molten Fissure creates a spreading Aftershock.
[DNT-UNUSED] Ready your axe as it charges with flame, then swing in a massive flaming arc, sending out a slow wave of fire.
Uplift a volcano from the earth, damaging enemies standing on it and releasing a spray of molten Projectiles. While the volcano persists, Slamming it will cause another Projectile spray. Channelling this Skill for longer makes the initial eruption more violent, but does not affect subsequent Projectile sprays.
[DNT-UNUSED] Make alot of fire
Fire a bouncing Grenade that unleashes a devastating fiery blast when its fuse expires.
Channel to charge up before firing off a burning arrow. At maximum stages, the arrow will create a Detonating explosion at the end of its flight.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Channel to charge up your weapon with Fire. Releasing with Perfect Timing will create a damaging wave of intense Fire.
While active, increases your Block Chance passively and imbues your Shield with lava over time. When fully imbued, your next Block with your Shield raised will expend the lava to Trigger the Magma Spray skill and grant you an Endurance Charge.
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.
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.
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.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
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. These fragments can Merge.
Load your Crossbow with a large clip of heated bolts. Heat builds up on your Crossbow as you fire them, and reaching maximum Heat will prevent you from firing or reloading these bolts for a short time. However, other Skills can Consume Heat for extra benefits. Using this Skill again reloads the clip.
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. This damage is not based on your unarmed damage, so this is not considered an Unarmed Attack.
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.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
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. Consumes a Lightning Infusion if possible to cause the entire Fusillade to create beams that Chain to enemies.
Stamp your spear, destroying all Bloodstone Lances on each enemy in your Presence to cause a damaging explosion around that enemy. Each explosion gains new benefits when reaching higher thresholds of Bloodstone Lances removed from an enemy, causing them to deal more damage, have increased area of effect, and Leech Life from enemies caught in the blast.
Build Glory by inflicting Freeze, Shock or Ignite on 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.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Grants your weapon Surges. Non-Melee Projectile Attacks with that weapon Consume Surges to cause the Projectiles fired to explode at the end of their flight.
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
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.
Shapeshift into a Bear and repeatedly pound the ground, creating Molten Fissures that travel randomly in a wide arc in front of you.
Hurl a fiery hammer that Slams into the ground and lodges there. While the hammer is lodged in the ground, reusing this Skill recalls the hammer and resets the Skill's cooldown. Alternatively, using a Warcry near the lodged hammer causes it to shatter, releasing a number of Molten Fissures in a spiral.
Targets an allied player to apply a buff which links you to them for a duration. While linked, they deal additional fire damage based on your life. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Build Glory by gaining Rage while already at maximum Rage. When you have maximum Glory, roar to the heavens to bring them down upon your enemies. For the duration of the Skill, meteors rain down around you and you Gain Fire damage and Rage regeneration. This Skill's effects are suppressed if you leave Bear form, but will resume if you return to Bear form before the duration expires.
Fires molten Projectiles from the enemy hit, which will explode when they land nearby, dealing Attack damage in an area.
Blows strong enough to Heavy Stun an enemy reverberate in an area around the enemy and heavily Break Armour.
Support Gem /23
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 or skills which already Consume Elemental Ailments.
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 Attacks and Warcries, causing them to trigger a Fiery explosion when they Fully Break an enemy's Armour.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that leap into the air, causing Corpses in the area you land to violently explode, damaging surrounding enemies.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Supports Skills which are boosted by Elemental Ground Surfaces, Triggering Catalysing Discharge of the corresponding type when they are boosted by an allied Elemental Ground Surface.
Supports skills which create Companions, causing enemies near them to be Blinded and Ignited. The damage of the Ignite is based on the Life of the supported Minion.
Delve Area mods /1
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 500 | DelveArea | Area contains a Unique Boss Unique Boss drops an additional Unique Item Unique Boss gains 50% of Physical Damage as Extra Cold Damage Unique Boss gains 50% of Physical Damage as Extra Fire Damage Unique Boss gains 50% of Physical Damage as Extra Lightning Damage 19% increased Quantity of Items found in this Area 11% increased Rarity of Items found in this Area 7% increased Pack size | delve_city_biome 1 default 0 |
Heist Equipment mods /4
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Heated | 1 | Prefix | (11—15) to (18—21) added Fire Damage Players and their Minions have (11—15) to (18—21) added Fire Damage Damage Elemental Fire | heist_equipment_weapon 1 default 0 |
| Smouldering | 45 | Prefix | (16—20) to (22—25) added Fire Damage Players and their Minions have (16—20) to (22—25) added Fire Damage Damage Elemental Fire | heist_equipment_weapon 1 default 0 |
| Smoking | 75 | Prefix | (20—25) to (26—35) added Fire Damage Players and their Minions have (20—25) to (26—35) added Fire Damage Damage Elemental Fire | heist_equipment_weapon 1 default 0 |
| Burning | 83 | Prefix | (26—30) to (36—42) added Fire Damage Players and their Minions have (26—30) to (36—42) added Fire Damage Damage Elemental Fire | heist_equipment_weapon 1 default 0 |
Misc mods /4
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| 1 | Jewel | Unique | Increases and Reductions to other Damage Types in Radius are Transformed to apply to Fire Damage local jewel effect base radius [1200] Damage Elemental Fire | ||
| 1 | Jewel | Unique | With 40 total Intelligence and Dexterity in Radius, Prismatic Skills deal 50% less Fire Damage With 40 total Intelligence and Dexterity in Radius, Prismatic Skills cannot choose Fire local jewel effect base radius [1200] Damage Elemental Fire Attack | ||
| 1 | Atlas | Prefix | Players and Monsters take 12% increased Fire Damage Your Maps contain 6 additional packs of Monsters that deal Fire Damage 3 uses remaining Damage Elemental Fire | no_monster_packs 0 default 1 | |
| 1 | Atlas | Prefix | Players and Monsters take 14% increased Fire Damage Your Maps contain 8 additional packs of Monsters that deal Fire Damage 15 uses remaining Damage Elemental Fire | no_monster_packs 0 default 1 |
Item /18
Desert Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: +14% to Fire Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Lesser Desert Rune
Greater Desert Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: +18% to Fire Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Perfect Desert Rune
Stack Size: 1 / 10
Requires: Level 50
Armour: +22% to Fire Resistance
Armour: +20 to maximum Life, +20 to maximum Mana
Stack Size: 1 / 10
 
Ruby Charm
Lasts 4 Second
Consumes 20 of 40 Charges on use
Currently has 40 Charges
+25% to Fire Resistance
Requires: Level 5
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Legacy of Candlemaker
Legacy of Chernobog's Pillar
Unique /29
Requires: Level 22, 37 Int
+(30—50) to maximum Energy Shield
+(30—50)% to Fire Resistance
(30—50)% reduced Ignite Duration on you
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 16, 25 Dex
(80—100)% increased Evasion Rating
+(15—25)% to Fire Resistance
30% increased Light Radius
Requires: Level 1
(80—120)% increased Spell Damage
Gain (5—10) Life per enemy killed
25% increased Mana Regeneration Rate
Requires: Level 52
+(10—15) to Spirit
(10—15)% increased Rarity of Items found
+(1—4) to Level of all Fire Skills
(30—40)% increased Mana Regeneration Rate
Requires: Level 33, 45 Str
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
Requires: Level 1
Requires: Level 12, 17 Int
(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
Flammability Magnitude is doubled
Requires: Level 52, 74 Dex
(50—70)% increased Evasion Rating
+(60—100) to maximum Mana
+(20—30)% to Fire Resistance
+(20—30)% to Cold Resistance
Requires: Level 45, 36 Dex, 36 Int
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Requires: Level 11, 18 Dex, 9 Int
No Physical Damage
+(30—50) to Accuracy Rating
+20% to Fire Resistance
30% increased Light Radius
Requires: Level 8
+(20—30)% to Fire Resistance
(20—30)% increased Fire Damage
(3.1—6) Life Regeneration per second
(20—30)% increased Mana Regeneration Rate
Requires: Level 8
+(20—30)% to Fire Resistance
+(40—60) to maximum Life
+(20—30)% to Fire Resistance
(-15—-10)% to Cold Resistance
Requires: Level 65, 91 Str
(100—150)% increased Armour
+(30—40)% to Fire Resistance
+(23—29)% to Chaos Resistance
+(150—200) to Stun Threshold
Requires: Level 45, 41 Str, 41 Dex
Enemies in your Presence are Intimidated
Requires: Level 55, 17 Str, 38 Int
Requires: Level 33, 24 Str, 24 Int
+20 to maximum Energy Shield
+(10—20) to Intelligence
+(5—15)% to Fire Resistance
+(5—15)% to Cold Resistance
Requires: Level 65, 17 Str, 38 Int
+(20—30) to Strength
25% increased Light Radius
Grants effect of Guided Meteoric Shrine
Requires: Level 33, 20 Str, 47 Dex
Bleeding you inflict deals Damage (10—20)% faster
Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
Requires: Level 32
Used when you become Ignited
(20—25)% Chance to gain a Charge when you kill an enemy
Creates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500% of your maximum Life
Requires: Level 45, 32 Str, 32 Dex
(5—10)% increased Attack Speed
+(20—30) to Strength
+(20—30) to Dexterity
+(30—50)% to Lightning Resistance
Requires: Level 45, 80 Dex
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Requires: Level 72, 94 Str, 67 Int
(15—20)% reduced Attack Speed
+(30—40) to Strength
exposure art variation [1]
Requires: Level 72, 46 Str, 115 Dex
(100—120)% increased Physical Damage
(10—16)% increased Attack Speed
(60—80)% increased Presence Area of Effect
Spear Skills inflict a Bloodstone Lance on Hit, up to a maximum of 30 on each target
Requires: Level 45, 80 Str
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
local display grants level X molten shower [1]
Requires: Level 67, 134 Dex
(8—14)% increased Attack Speed
Elemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup, and Shock Chance
Requires: Level 70, 163 Str
(80—100)% increased Physical Damage
+(300—400) to maximum Mana
+(4—6)% to Critical Hit Chance
(10—20)% of Damage is taken from Mana before Life
mace fire skills are blue [1]
Passive /5
10% increased Armour
+8% to Fire Resistance
20% increased Stun Threshold
75% of Damage Converted to Fire Damage
Deal no Non-Fire Damage
Deal no Non-Fire Damage
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
Chaos Damage from Fire Spells Contributes to Flammability and Ignite Magnitudes
Ignite inflicted with Fire Spells deals Chaos Damage instead of Fire Damage
Ascendancy Passive /1
Ascendancy: Infernalist
Character: Witch
Timeless Jewel Passive /2
Lethal Pride: Rakiata
50% of Cold and Lightning Damage taken as Fire Damage
50% less Cold Resistance
50% less Lightning Resistance
50% less Cold Resistance
50% less Lightning Resistance
80% increased Fire Damage with Attack Skills
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.




























































