Ignited
Debuff inflicts [Fire] damage over time
base_ignite_damage_taken_per_minute
Attribute /5

ignited

NameShow Full Descriptions
AcronymHit, Glory, Projectile, Hits, Banner
BuffIcon
BuffGroupsID31
IsBuffDefinition1
BuffMergeModesID13
Codebase ignite damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemantics3
Ignite Ref /98
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
+(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
Grants Skill: Level 5 Solar Orb
(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased Flammability Magnitude
100% increased Ignite Magnitude
(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
+(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 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
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
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
(30–50)% increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be Frozen for 6 seconds after being Frozen
You cannot be Ignited for 6 seconds after being Ignited
You cannot be Shocked for 6 seconds after being Shocked
Curses you inflict are reflected back to you
(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
10% reduced Movement Speed
(50–100)% increased Armour and Energy Shield
+100 to maximum Life
(35–50)% reduced Effect of Chill on you
(35–50)% reduced Magnitude of Ignite on you
(35–50)% reduced effect of Shock on you
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 Flammability Magnitude
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
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Cold Exposure on Igniting an Enemy
Inflict Fire Exposure on Shocking an Enemy
Inflict Lightning Exposure on Critical Hit
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(30–50)% reduced Duration of Bleeding on You
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% increased Ignite Magnitude
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
use unique blackflame ignite effect [1]
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
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76–98) to (126–193) Fire Damage
(30–50)% increased Flammability Magnitude
(10–20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
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.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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 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 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.
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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but its Hits to deal less damage.
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing its Ignites to last longer.
Supports any skill that Hits enemies, causing it to refresh Ignites on Critical 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.
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.
Supports any skill that Hits enemies, causing it to Consume Freeze on Igniting a Frozen enemy to boost the effect of the Ignite.
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
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.
Dash to an enemy and nullify their Resistance. Hitting an enemy with positive Elemental Resistance will reduce their highest Elemental Resistance to 0 for a duration and triggers Infuse Weapon, granting your Spear the maximum possible Surges corresponding to the removed Resistance. If this skill doesn't remove any Resistances, its cooldown is reset. This skill cannot be Ancestrally Boosted.
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.
Supports any skill that Hits enemies, causing it to inflict Exposure when Igniting.
Activate to summon a Reviving Infernal Hound which Ignites enemies near it.
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, Consuming Freeze, Shock, Ignite, or Fully Broken Armour on an enemy reloads your Crossbow, restores one cooldown use for your Grenades and grants a Buff causing Crossbow Attacks to not consume bolts for a duration. This can only occur once every few seconds.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Persistent Buff Skills, causing Ignite applied to you to last for a shorter duration while the Supported Skill is active.
Supports Melee Strike Skills you use yourself. Supported Skills trigger Volcanic Eruption on Hit against Ignited Enemies.
While active, enemies you sufficiently Overkill with non-Herald Attacks will cause an explosion that Ignites nearby enemies based on the Overkill damage dealt.
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 any Skill you use yourself which can cause Damaging Hits. Supported Skills Consume Ignite on Hit to create pillars of flame, but cannot themselves inflict Ignite. Cannot Support Skills which already Consume Ignite, and does not modify the Skills of Minions.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Fire Spell Skills. You have a chance to gain Flame Archon when Igniting with Supported Skills.
Perform a Warcry using Glory gained by Igniting enemies to turn you into an embodiment of Kaom. While embodying Kaom, your footsteps Trigger Volcanic Steps, Melee Strikes and Slams are Ancestrally Boosted, and your Melee Strikes Trigger Volcanic Eruption.
Conjure an abyssal scythe that sweeps across the targeted area, dealing Fire damage to enemies and Consuming Ignite to create pillars of flame. Cannot be Triggered.
While active, has a chance to create an Infusion Remnant when you Freeze, Shock or Ignite a target.
Dousing Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Ignite
Requires: Level 32
Used when you become Ignited
Immune to Chill if a majority of your Socketed Support Gems are Blue
Immune to Ignite if a majority of your Socketed Support Gems are Red
Immune to Shock if a majority of your Socketed Support Gems are Green
+30% of Armour also applies to Fire Damage
30% reduced Magnitude of Ignite on you
Enemies Ignited by you permanently take 1% increased Fire Damage for each second they have ever been Ignited by you, up to a maximum of 10%
Ignites you cause are reflected back to you
40% reduced Magnitude of Ignite on you
20% increased Ignite Magnitude
20% increased Ignite Duration on Enemies
Ignites you inflict deal Damage 15% faster
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
30% increased Damage with Hits against Ignited Enemies
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
40% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Unaffected by Ignite
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudes
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
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.
Ailments
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
Damaging Ailments
Ailments that deal damage are Bleeding, Ignite, and Poison.
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.
Burning
Burning damage is any Fire damage dealt over time, including things like Ignite.
Ignited Ground
Ignited Ground repeatedly inflicts Flammability on enemies as long as they are standing on it, Igniting them when it reaches 100%. By default, Ignited Ground lasts for 4 seconds and has a radius of 2 metres unless otherwise specified.
Aggravated Ignite
Ignite that has been Aggravated deals 100% extra damage.

Once an Ignite has been Aggravated, it will remain Aggravated until its duration expires.

Just like Bleeding, each Ignite Debuff can be Aggravated, or not, independently of others on the target.
Damage Conversion
Damage can be converted from one type to another. This causes it to deal the new damage type, scale with modifiers to the new damage type, and no longer scale with modifiers to the old damage type.

For example, Fire damage converted to Lightning now scales with Lightning damage modifiers and causes Shock, but no longer scales with Fire damage modifiers or causes Ignite.

Conversion is a two step process. Conversion inherent to Skills occurs first, then Conversion from all other sources. Damage over time cannot be converted.
Covered in Oil
Enemies covered in Oil have their movement speed Slowed, are inflicted with Fire Exposure and have 200% more Magnitude of Flammability inflicted on them.

Ignited Ground or Detonator Skills will Ignite Oil-covered enemies. This removes the Oil, but the Exposure will remain for the duration of that Ignite.
Oil Ground
Enemies standing in Oil Ground have their movement speed Slowed and are inflicted with Exposure.

Ignited enemies, Ignited Ground, or Detonator Skills that touch the Oil cause it to catch fire, Igniting enemies instead of Slowing them, but still inflicting the Exposure.
Unbound Fury
Chilling Enemies grants 1 Unbound Fury, Shocking or Igniting Enemies grants 2 Unbound Fury and Freezing or Electrocuting Enemies grants 6 Unbound Fury.
Damage Contributing to Ailments
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.

Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.

For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Spectral Fire
Targets affected by a Spectral Fire Debuff do not take damage from Ignite. Instead that damage feeds the Spectral Fire. When the Spectral Fire Debuff expires or the target dies, the Spectral Fire explodes, dealing all the damage it has absorbed to all enemies within 1.8m, including the affected target.
Blackflame Covenant
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
Unravelling
While affected by Unravelling, your Chaos Damage randomly either also contributes to Freeze buildup, Flammability and Ignite Magnitudes, or Shock chance - changing which it contributes to every two seconds.
Ignite
Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default.

The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit.

Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites.
The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal.

Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.
Skill Gem /20
Rain flaming bolts over the targeted area. Can Consume all three types of Elemental Infusion, becoming much larger 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.
Create an Orb of electricity that fires Chaining Lightning bolts at nearby enemies. The Orb leaves behind a Lightning Infusion Remnant when it expires.
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. Consumes a Lightning Infusion if possible to also add Lightning damage to the Projectiles.
Detonate a Curse on every enemy in an area, causing explosions of Chaos damage but removing the Curse. Can only detonate Curses for which at least half of the duration has expired.
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.
Raise a ring of bone spikes around you. The spikes are destroyed when enemies touch them, damaging and Pinning those enemies. Raising a new ring of spikes destroys the previous one.
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.
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, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
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.
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.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Lightning Attack damage in an area with high chance to Shock.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Cold Attack damage in an area and inflicting Exposure.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area. The thrown flask Consumes Poison on Hit to cause an acidic burst.
Consume charges from your Mana Flask to throw a flask that explodes, dealing Physical Attack damage in an area and Aggravating Bleeding on Enemies hit.
While active, passively leaves afterimages of your recent past. Cast the Spell to return to the oldest afterimage, teleporting to that location and resetting your Life, Mana and Energy Shield to the values they had at the time.
While active, causes you to deal more Hit damage to Rare and Unique enemies the longer you've been fighting them, and gain Culling Strike against them once you've been fighting them for long enough.
While active, killing an enemy with Blood Loss will cause a bloody explosion that deals Physical Attack damage to surrounding enemies based off the life of the exploded enemy, destroying their Corpse if the enemy was Normal or Magic. The explosion also has a chance to Aggravate Bleeding.
[DNT] Empowers your next Ranged Attack on consuming an Owl Feather to grant it two additional Projectiles.
Conjure an abyssal scythe that sweeps across the targeted area, dealing Fire damage to enemies and Consuming Ignite to create pillars of flame. Cannot be Triggered.
Skill Gem Quality /4
(0–20)% increased Ignite Magnitude
An additional +(0–5)% of Overkill damage contributes to base Ignite damage
Throw additional Projectiles at up to (0–2) Ignited Enemies
(0–2)% chance per Power to spawn a Cold Remnant on
Freezing a target
(0–2)% chance to spawn a Fire Remnant on
Igniting a non-Ignited target
(0–2)% chance to spawn a Lightning Remnant on
Shocking a non-Shocked target
Support Gem /23
Supports any skill that Hits enemies, making it more likely to Shock.
Supports Attacks, granting them extra Fire damage against Ignited enemies but making them unable to Ignite enemies themselves.
Supports Melee Attacks, causing them to grant Rage on Hit. Supported Skills have signficantly higher Attack speed while you are not at maximum Rage.
Supports any skill that Hits enemies, making it more likely to Ignite.
Supports any skill that Hits enemies, making it more likely to Ignite.
Supports any skill that Hits enemies, making it more likely to Ignite and causing inflicted Ignites to deal their damage more quickly.
Supports any skill that Hits enemies, causing its Ignites to be inflicted less often but last longer.
Supports any skill that Hits enemies, causing its Ignites to last longer.
Supports any skill that Hits enemies, prolonging Shocks they inflict on Ignited enemies.
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 it to build up Stun significantly more quickly, at the cost of Damage.
Supports Strikes that perform a Final Strike at the end of a combination of attacks, causing the Final Strike to be Ancestrally Boosted.
Supports any skill, causing inflicted Slows to be more powerful.
Supports Projectile Spells. Supported Spells have an increasingly higher chance to fire many additional Projectiles in a circle, resetting when they do.
Supports Skills which can fire Projectiles. Initial Projectile created by Supported Skills will always Pierce Ignited Enemies, but Supported Skills cannot inflict Ignite themselves.
Supports Skills you use yourself which can Hit Enemies. Supported Skills Gain a percentage of their Damage as Cold Damage when you destroy Ice Crystals.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Supports Skills which create Totems, limiting their active Totem count to one but granting significant benefits for supported Totems based on what their Totem Limit would have been without this restriction. Does not Support Skills used by Minions.
Supports any Skill you use yourself which can cause Damaging Hits. Supported Skills Consume Ignite on Hit to create pillars of flame, but cannot themselves inflict Ignite. Cannot Support Skills which already Consume Ignite, and does not modify the Skills of Minions.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Item mods /5
NameLevelPre/SufDescriptionWeight
of Damping21Suffix(36–40)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quashing37Suffix(41–45)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quelling50Suffix(46–50)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Quenching64Suffix(51–55)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
of Dousing76Suffix(56–60)% reduced Ignite Duration on you Elemental Fire Ailmentbody_armour 1
default 0
Monsters mods /20
NameLevelPre/SufDescriptionWeight
of Ignition12SuffixHits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
of Ignition1SuffixHits always Ignite
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
1Unique100% increased chance to Shock
active skill ignite effect +% final [33]
1Uniquebase chance to ignite % [100] Elemental Fire Ailment
1Uniquebase chance to ignite % [50] Elemental Fire Ailment
1Unique100% chance to Avoid being Ignited Elemental Fire Ailment
1Unique100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
100% chance to Avoid being Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueAvoids Ignited
100% chance to Avoid being Chilled
100% chance to Avoid being Frozen
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueAvoids Frozen
Avoids Chilled
Avoids Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueAvoids Frozen
Avoids Chilled
100% chance to Avoid being Ignited
Unaffected by Shock
Elemental Fire Cold Lightning Ailment
1UniqueGain 20% of Physical Damage as Extra Fire Damage
base chance to ignite % [50]
Damage Physical Elemental Fire Ailment
Arsonist's Touch1Torment+25% to Fire Resistance
Gain 25% of Physical Damage as Extra Fire Damage
base chance to ignite % [10]
Damage Physical Elemental Fire Resistance Ailment
Arsonist's Grip1Torment+40% to Fire Resistance
Gain 60% of Physical Damage as Extra Fire Damage
base chance to ignite % [25]
Damage Physical Elemental Fire Resistance Ailment
1Uniqueignite art variation [1]
1Uniqueignite art variation [2]
1Uniquebase chance to ignite % [25] Elemental Fire Ailment
Three Hands Talisman1Talisman50% chance to Freeze
50% chance to Shock
Gain 30% of Physical Damage as Extra Damage of a random Element
base chance to ignite % [50]
Damage Physical Elemental Fire Cold Lightning Ailment
1Uniqueself bleed duration +% final [-50]
self ignite duration +% final [-50]
self poison duration +% final [-50]
Physical Elemental Fire Chaos Attack Ailment
1UniqueGain 50% of Physical Damage as Extra Fire Damage
All Damage from Hits Contributes to Flammability and Ignite Magnitudes
base chance to ignite % [100]
Damage Physical Elemental Fire Ailment
1Unique50% chance to Avoid being Chilled
50% chance to Avoid being Frozen
50% chance to Avoid being Ignited
50% chance to Avoid being Shocked
50% chance to Avoid being Poisoned
50% chance to Avoid Bleeding
Ailment
Delve Area mods /4
NameLevelPre/SufDescriptionWeight
1DelveAreaArea has patches of Ignited Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
Damage Elemental Fire
52DelveAreaArea has patches of Ignited Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
Damage Elemental Fire
173DelveAreaArea has patches of Ignited Ground
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
Damage Elemental Fire
92DelveAreaAll Monster Damage from Hits always Ignites
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
Elemental Fire Ailment
Heist Area mods /5
NameLevelPre/SufDescriptionWeight
Conflagrating46PrefixAll Monster Damage from Hits always Ignites
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
Elemental Fire Ailment
of Flames46SuffixArea has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [16]
map ground effect radius [12]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Elemental Fire
of Flames68SuffixArea has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [20]
map ground effect radius [14]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Elemental Fire
of Flames73SuffixArea has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [24]
map ground effect radius [16]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Elemental Fire
of Flames78SuffixArea has patches of Ignited Ground
heist contract alert level +% final [-4]
heist contract lockdown timer +% [4]
heist monster spawner alive limit +% [4]
map ground effect patches per 100 tiles [28]
map ground effect radius [18]
map item drop quantity +% [10]
map item drop rarity +% [6]
Damage Elemental Fire
Misc mods /19
NameLevelDomainPre/SufDescriptionWeight
1FlaskUniqueUsed when you become Ignited
of Damping6FlaskSuffixGrants Immunity to Ignite for (6–8) seconds if used while Ignited
Removes all Burning when used
of the Urchin6FlaskSuffix(45–49)% less Duration
Immunity to Ignite during Effect
Removes Burning on use
Incandescent1StrongboxPrefixIgnites you when activated
of Suffering1JewelSuffix(5–10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdexjewel 1
default 0
Burning1JewelPrefix(5–15)% increased Ignite Magnitudestrjewel 1
intjewel 1
default 0
of Suffering1JewelSuffix(3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailmentdex_radius_jewel 1
default 0
Burning1JewelPrefix(3–7)% increased Ignite Magnitudestr_radius_jewel 1
int_radius_jewel 1
default 0
1JewelUnique(4–6)% reduced Ignite Duration on you Elemental Fire Ailment
1JewelUniquebase chance to ignite % [2] Elemental Fire Ailment
Dousing FIX ME1JewelUnique(6–8)% chance to Avoid being Ignited Elemental Fire Ailment
FIX ME1JewelUniquebase chance to ignite % [2,3] Elemental Fire Ailment
of Immolation1JewelUnique(3–5)% increased Ignite Duration on Enemies Elemental Fire Ailment
of the Flameruler1JewelUnique(30–35)% reduced Ignite Duration on you Elemental Fire Ailment
of Burning1JewelUnique(6–8)% increased Ignite Duration on Enemies
base chance to ignite % [3,5]
Elemental Fire Ailment
1JewelUnique(10–20)% increased Movement Speed while Ignited Speed
of Amanamu65AbyssSuffix(20–30)% reduced Ignite Duration on you amanamu Elemental Fire Ailment
Amanamu's65AbyssPrefix(20–30)% increased Magnitude of Ignite if you've consumed an Endurance Charge Recently amanamu Ailment
Amanamu's65AbyssPrefix(86–99)% increased Fire Damage
(14–23)% increased Ignite Magnitude
amanamu Elemental Fire Ailment
Item /1
Dousing Charm
Lasts 3 Second
Consumes 30 of 40 Charges on use
Currently has 40 Charges
Grants Immunity to Ignite
Requires: Level 32
Used when you become Ignited
Unique /17
+(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
Grants Skill: Level 5 Solar Orb
(80–120)% increased Fire Damage
(10–20)% increased Cast Speed
100% increased Flammability Magnitude
100% increased Ignite Magnitude
(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
+(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 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
+(40–60) to maximum Life
+(10–20) to Strength
+(30–40)% to Fire Resistance
Cannot be Ignited
-10 Physical Damage taken from Attack Hits
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
(30–50)% increased Armour and Energy Shield
You cannot be Chilled for 6 seconds after being Chilled
You cannot be Frozen for 6 seconds after being Frozen
You cannot be Ignited for 6 seconds after being Ignited
You cannot be Shocked for 6 seconds after being Shocked
Curses you inflict are reflected back to you
(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
10% reduced Movement Speed
(50–100)% increased Armour and Energy Shield
+100 to maximum Life
(35–50)% reduced Effect of Chill on you
(35–50)% reduced Magnitude of Ignite on you
(35–50)% reduced effect of Shock on you
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 Flammability Magnitude
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
(100–150)% increased Armour and Energy Shield
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Ignite Duration on you
Defend against Hits as though you had 1% more Armour per 1% current Energy Shield
(30–50)% reduced Duration of Bleeding on You
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% increased Ignite Magnitude
50% reduced Ignite Duration on Enemies
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
use unique blackflame ignite effect [1]
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
Creates Ignited Ground for 4 seconds when used, Igniting enemies as though dealing Fire damage equal to 500% of your maximum Life
Grants Skill: Level 11 Phantasmal Arrow
50% reduced Projectile Range
Adds (76–98) to (126–193) Fire Damage
(30–50)% increased Flammability Magnitude
(10–20)% increased Ignite Magnitude
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Attack Hits inflict Spectral Fire for 8 seconds
Passive /23
Immune to Chill if a majority of your Socketed Support Gems are Blue
Immune to Ignite if a majority of your Socketed Support Gems are Red
Immune to Shock if a majority of your Socketed Support Gems are Green
+30% of Armour also applies to Fire Damage
30% reduced Magnitude of Ignite on you
Enemies Ignited by you permanently take 1% increased Fire Damage for each second they have ever been Ignited by you, up to a maximum of 10%
Ignites you cause are reflected back to you
40% reduced Magnitude of Ignite on you
20% increased Ignite Magnitude
20% increased Ignite Duration on Enemies
Ignites you inflict deal Damage 15% faster
25% increased Critical Damage Bonus against Burning Enemies
10% chance to refresh Ignite Duration on Critical Hit
25% increased Fire Damage
15% increased Ignite Duration on Enemies
30% increased Damage with Hits against Ignited Enemies
Mastery: Bestiary
30% increased Elemental Damage if you've Ignited an Enemy Recently
40% increased Flammability Magnitude
40% increased Damage with Hits against Ignited Enemies
25% increased Damage with Hits against Enemies affected by Elemental Ailments
15% increased Duration of Ignite, Shock and Chill on Enemies
40% reduced Magnitude of Ignite on you
Gain 15% of Damage as Extra Fire Damage while on Ignited Ground
Ascendancy Passive /3
Ascendancy: Smith of Kitava
Character: Warrior
Body Armour grants Unaffected by Ignite
Ascendancy: Infernalist
Character: Witch
All Damage from you and Allies in your Presence
contributes to Flammability and Ignite Magnitudes
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
Timeless Jewel Passive /2
Ignite Chance
Vaal Passive
base chance to ignite % [3,6]
Stormtossed Voyager
Kalguuran Notable
10% reduced Ignite Duration on you
Timeless Jewel Passive Additions /2
FactionCategoryShow Full DescriptionsCode
VaalNotable
base chance to ignite % [3,6]vaal_small_chance_to_ignite
KaruiNotable
Ignites you inflict deal Damage 10% fasterkarui_notable_add_faster_burn
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