Ignited
Debuff inflicts [Fire] damage over time
base_ignite_damage_taken_per_minute
Attribute /5
ignited
Name | Show Full Descriptions |
---|---|
Acronym | Hit, Glory, Projectile, Hits, Banner |
BuffIcon | ![]() |
BuffGroupsID | 31 |
IsBuffDefinition | 1 |
BuffMergeModesID | 13 |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | 3 |
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.
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
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(10–15) to Spirit
(10–15)% increased Rarity of Items found
(15–30)% increased Mana Regeneration Rate
+(1–4) to Level of all Fire Skills
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
Curses you inflict are reflected back to you
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(30–50) to maximum Mana
+(20–30)% to Fire Resistance
(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
+(60–100) to Evasion Rating
+(30–50) to maximum Energy Shield
Gain (25–35) Mana per Enemy Killed
Inflict Lightning Exposure on Critical Hit
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Ignite Duration on you
(30–50)% reduced Duration of Bleeding on You
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
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

50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
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.
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.
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 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.
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, 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.
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
25% reduced Ignite Duration on you
40% increased Elemental Ailment Threshold
Ignites you cause are reflected back to you
15% increased Fire Damage
Mastery: Bestiary
Immune to Ignite while affected by Flame Archon
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: Infernalist
Character: Witch
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
50% more Critical Damage Bonus
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.
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.
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.
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.
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.
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.
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.
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).
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
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.
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.
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.
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 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.
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 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.
Skill Gem Quality /4
Support Gem /23
[DNT] Spiral Proj
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 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 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Damping | 21 | Suffix | (36–40)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
of Quashing | 37 | Suffix | (41–45)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
of Quelling | 50 | Suffix | (46–50)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
of Quenching | 64 | Suffix | (51–55)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
of Dousing | 76 | Suffix | (56–60)% reduced Ignite Duration on you Elemental Fire Ailment | body_armour 1 default 0 |
Monsters mods /20
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Ignition | 12 | Suffix | Hits always Ignite All Damage from Hits Contributes to Flammability and Ignite Magnitudes | |
of Ignition | 1 | Suffix | Hits always Ignite All Damage from Hits Contributes to Flammability and Ignite Magnitudes | |
1 | Unique | 100% increased chance to Shock active skill ignite effect +% final [33] | ||
1 | Unique | base chance to ignite % [100] Elemental Fire Ailment | ||
1 | Unique | base chance to ignite % [50] Elemental Fire Ailment | ||
1 | Unique | 100% chance to Avoid being Ignited Elemental Fire Ailment | ||
1 | Unique | 100% 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 | ||
1 | Unique | Avoids Ignited 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled Avoids Ignited Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled 100% chance to Avoid being Ignited Unaffected by Shock Elemental Fire Cold Lightning Ailment | ||
1 | Unique | Gain 20% of Physical Damage as Extra Fire Damage base chance to ignite % [50] Damage Physical Elemental Fire Ailment | ||
Arsonist's Touch | 1 | Torment | +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 Grip | 1 | Torment | +40% to Fire Resistance Gain 60% of Physical Damage as Extra Fire Damage base chance to ignite % [25] Damage Physical Elemental Fire Resistance Ailment | |
1 | Unique | ignite art variation [1] | ||
1 | Unique | ignite art variation [2] | ||
1 | Unique | base chance to ignite % [25] Elemental Fire Ailment | ||
Three Hands Talisman | 1 | Talisman | 50% 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 | |
1 | Unique | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] Physical Elemental Fire Chaos Attack Ailment | ||
1 | Unique | Gain 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 | ||
1 | Unique | 50% 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Area 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 | ||
52 | DelveArea | Area 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 | ||
173 | DelveArea | Area 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 | ||
92 | DelveArea | All 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Conflagrating | 46 | Prefix | All 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 Flames | 46 | Suffix | Area 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 Flames | 68 | Suffix | Area 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 Flames | 73 | Suffix | Area 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 Flames | 78 | Suffix | Area 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
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Used when you become Ignited | ||
of Damping | 6 | Flask | Suffix | Grants Immunity to Ignite for (6–8) seconds if used while Ignited Removes all Burning when used | |
of the Urchin | 6 | Flask | Suffix | (45–49)% less Duration Immunity to Ignite during Effect Removes Burning on use | |
Incandescent | 1 | Strongbox | Prefix | Ignites you when activated | |
of Suffering | 1 | Jewel | Suffix | (5–10)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailment | dexjewel 1 default 0 |
Burning | 1 | Jewel | Prefix | (5–15)% increased Ignite Magnitude | strjewel 1 intjewel 1 default 0 |
of Suffering | 1 | Jewel | Suffix | (3–5)% increased Duration of Ignite, Shock and Chill on Enemies Elemental Ailment | dex_radius_jewel 1 default 0 |
Burning | 1 | Jewel | Prefix | (3–7)% increased Ignite Magnitude | str_radius_jewel 1 int_radius_jewel 1 default 0 |
1 | Jewel | Unique | (4–6)% reduced Ignite Duration on you Elemental Fire Ailment | ||
1 | Jewel | Unique | base chance to ignite % [2] Elemental Fire Ailment | ||
Dousing FIX ME | 1 | Jewel | Unique | (6–8)% chance to Avoid being Ignited Elemental Fire Ailment | |
FIX ME | 1 | Jewel | Unique | base chance to ignite % [2,3] Elemental Fire Ailment | |
of Immolation | 1 | Jewel | Unique | (3–5)% increased Ignite Duration on Enemies Elemental Fire Ailment | |
of the Flameruler | 1 | Jewel | Unique | (30–35)% reduced Ignite Duration on you Elemental Fire Ailment | |
of Burning | 1 | Jewel | Unique | (6–8)% increased Ignite Duration on Enemies base chance to ignite % [3,5] Elemental Fire Ailment | |
1 | Jewel | Unique | (10–20)% increased Movement Speed while Ignited Speed | ||
of Amanamu | 65 | Abyss | Suffix | (20–30)% reduced Ignite Duration on you amanamu Elemental Fire Ailment | |
Amanamu's | 65 | Abyss | Prefix | (20–30)% increased Magnitude of Ignite if you've consumed an Endurance Charge Recently amanamu Ailment | |
Amanamu's | 65 | Abyss | Prefix | (86–99)% increased Fire Damage (14–23)% increased Ignite Magnitude amanamu Elemental Fire Ailment |
Item /1
Unique /17
+(30–50)% to Fire Resistance
(30–50)% reduced Ignite Duration on you
+(30–40) to maximum Life
(15–30)% increased Elemental Damage
+(10–15) to Spirit
(10–15)% increased Rarity of Items found
(15–30)% increased Mana Regeneration Rate
+(1–4) to Level of all Fire Skills
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
Curses you inflict are reflected back to you
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
+(30–50) to maximum Mana
+(20–30)% to Fire Resistance
(20–30)% increased Fire Damage
(3.1–6) Life Regeneration per second
(20–30)% increased Mana Regeneration Rate
(50–100)% increased Energy Shield Recharge Rate
(25–35) Life Regeneration per second
(30–50)% reduced Ignite Duration on you
(30–50)% reduced Duration of Bleeding on You
+(7–13)% to Chaos Resistance
(15–30)% increased Mana Regeneration Rate
50% reduced Ignite Duration on Enemies
use unique blackflame ignite effect [1]

Aggravating any Bleeding with this Weapon also Aggravates all Ignites on the target
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

50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
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
25% reduced Ignite Duration on you
40% increased Elemental Ailment Threshold
Ignites you cause are reflected back to you
25% increased Fire Damage
15% increased Ignite Duration on Enemies
15% increased Fire Damage
Mastery: Bestiary
Immune to Ignite while affected by Flame Archon
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 /3
Ascendancy: Infernalist
Character: Witch
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
50% more Critical Damage Bonus
Timeless Jewel Passive /2


Stormtossed Voyager
Kalguuran Notable
+2% to Maximum Lightning Resistance
10% reduced Ignite Duration on you
Timeless Jewel Passive Additions /2
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | base chance to ignite % [3,6] | vaal_small_chance_to_ignite |
Karui | Notable | Ignites you inflict deal Damage 10% faster | karui_notable_add_faster_burn |
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Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.