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# Ailment * Information about ailments is currently unverified and there are conflicting sources. Use with caution. * Ailments are status effects that can be applied to enemies through various means * The chance to inflict ailments depends on the pre-mitigation damage of the hit and the target's ailment threshold. * The ailment threshold is typically equal to a monster's life. It is adjusted for unique monsters such as bosses. Ailment damage can be scaled multiplicatively using ailment effect modifiers or indirectly by scaling the hit damage. ## Bleeding: Damaging Physical * Deals 70% of base physical hit damage per second for 5 seconds * Deals 210% damage while target is moving * Only hits to life can inflict bleeding * Damage bypasses energy shield * Does not stack, but multiple instances can exist with only highest damage instance active * Can be aggravated to always treat target as moving ## Poison: Damaging Chaos * Deals 25% (?) of combined physical and chaos hit damage per second for 2 seconds * Default maximum stack size is 1 * Damage bypasses energy shield ## Ignite: Damaging Fire * Deals 25% (?) of fire hit damage per second for 4 seconds * Does not stack, only highest damage instance is active * 25% base chance to apply per 100% of enemy ailment threshold dealt ## Shock: Non-damaging Lightning * Adds increased damage taken debuff to target * Does not stack, only highest effect instance is active * 25% base chance to apply per 100% of enemy ailment threshold dealt ## Electrocute: Non-damaging Lightning * Sets action speed to 0 (immobilizes target) * Lightning damage cannot inflict electrocute by default ## Chill: Non-damaging Cold * Cold damage from hits contributes to Chill Magnitude which slows enemies up to a maximum of 50% Slow (Slow lasts 2 seconds by default) * Degree of Chill Magnitude inflicted per hit seems to scale with Cold damage per hit (maybe obvious) and this stacks to 50%. * All hits that deal cold damage can Chill, without requiring an explicit chance to inflict, given the magnitude meets a minimum threshold * I.e. low damage hits may still fail to Chill. ## Freeze: Non-damaging, Buildup Cold * Reduces action speed to 0 * Freeze builds up based on cold damage dealt vs ailment threshold * Each freeze increases target's ailment threshold against future freezes ## Stun: Non-damaging, Buildup Physical * Interrupts target's action when stun buildup exceeds threshold * Physical and melee damage have higher stun buildup * Portion of buildup counts towards "Heavy Stun" for longer duration * Cannot build up stun while target is already stunned
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