Skill Gem Quality /14
ItemStats
Elemental Hit+(0–5)% more Damage per Elemental Ailment on the Enemy
Dual Strike+(0–30)% more Damage with Hits and Ailments against Enemies that are on Full Life
Vaal Glacial Hammer(0–40)% increased Duration of Cold Ailments
Elemental Weakness(0–20)% increased Duration of Elemental Ailments on Cursed enemies
Molten StrikeProjectiles deal (0–10)% more Damage with Hits and Ailments
Molten StrikeEvery fifth Attack, Projectiles deal (0–200)% more Damage with Hits and Ailments
Vaal Molten StrikeProjectiles deal (0–10)% more Damage with Hits and Ailments
EarthquakeAftershock deals +(0–30)% more Damage with Hits and Ailments
Blade Flurry+(0–5)% more Damage with Hits and Ailments for each stage
Vaal Blade Flurry+(0–5)% more Damage with Hits and Ailments for each stage
Vaal EarthquakeAftershock deals +(0–30)% more Damage with Hits and Ailments
Frost Shield(0–20)% increased Effect of Cold Ailments
Crackling Lance+(0–10)% more Damage with Hits and Ailments per Intensity
Voltaxic Burst+(0–1)% more Damage with Hits and Ailments for each Cast of this Spell currently waiting
Support Gem Quality /4
ItemStats
Elemental Proliferation Support(0–10)% increased Duration of Elemental Ailments on Enemies
Critical Strike Affliction SupportSupported Skills have +(0–10)% Damage over Time Multiplier for Ailments from Critical Strikes
Unbound Ailments Support(0–10)% increased Duration of Ailments inflicted with Supported Skills
Awakened Unbound Ailments Support(0–10)% increased Duration of Ailments inflicted with Supported Skills
Item mods /120
NameLevelPre/SufDescriptionWeight
40Corrupted(25–30)% increased Effect of Cold Ailments elemental cold ailmenthelmet 1000
default 0
40CorruptedProjectiles deal (20–25)% increased Damage with Hits and Ailments for each time they have Chained damagequiver 1000
default 0
40CorruptedProjectiles deal (8–10)% increased Damage with Hits and Ailments for each Enemy Pierced damagequiver 1000
default 0
of Stoicism23Suffix(16–20)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 1000
default 0
of Resolve41Suffix(21–25)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 1000
default 0
of Fortitude57Suffix(26–30)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 1000
default 0
of Will73Suffix(31–35)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 1000
default 0
of Shaping81Suffix(31–35)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentboots_shaper 1600
default 0
of Shaping68SuffixSocketed Gems are Supported by Level 16 Hypothermia
(8–12)% increased Effect of Cold Ailments
elemental cold ailment gem
helmet_shaper 800
default 0
of Shaping75SuffixSocketed Gems are Supported by Level 18 Hypothermia
(13–16)% increased Effect of Cold Ailments
elemental cold ailment gem
helmet_shaper 800
default 0
of Shaping80SuffixSocketed Gems are Supported by Level 20 Hypothermia
(17–20)% increased Effect of Cold Ailments
elemental cold ailment gem
helmet_shaper 800
default 0
of Shaping68SuffixSocketed Gems are Supported by Level 16 Innervate
(8–12)% increased Effect of Lightning Ailments
elemental lightning ailment gem
helmet_shaper 800
default 0
of Shaping75SuffixSocketed Gems are Supported by Level 18 Innervate
(13–16)% increased Effect of Lightning Ailments
elemental lightning ailment gem
helmet_shaper 800
default 0
of Shaping80SuffixSocketed Gems are Supported by Level 20 Innervate
(17–20)% increased Effect of Lightning Ailments
elemental lightning ailment gem
helmet_shaper 800
default 0
of the Elder68SuffixSocketed Gems are Supported by Level 18 Unbound Ailments
(5–7)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_elder 1000
default 0
of the Elder75SuffixSocketed Gems are Supported by Level 20 Unbound Ailments
(8–10)% chance to Freeze, Shock and Ignite
elemental fire cold lightning ailment gem
sceptre_elder 1000
default 0
of Shaping68SuffixProjectiles deal (20–30)% increased Damage with Hits and Ailments for each Enemy Pierced damagebow_shaper 1000
default 0
of Redemption68Suffix(30–34)% increased Effect of Non-Damaging Ailments ailmentboots_eyrie 500
default 0
of Redemption73Suffix(35–40)% increased Effect of Non-Damaging Ailments ailmentboots_eyrie 500
default 0
Hunter's68Prefix(10–12)% increased Duration of Ailments on Enemies ailmentgloves_basilisk 500
default 0
Hunter's80Prefix(13–15)% increased Duration of Ailments on Enemies ailmentgloves_basilisk 500
default 0
of Redemption68Suffix(6–8)% chance to Shock
(8–12)% increased Effect of Lightning Ailments
elemental lightning ailment
helmet_eyrie 500
default 0
of Redemption75Suffix(6–8)% chance to Shock
(13–15)% increased Effect of Lightning Ailments
elemental lightning ailment
helmet_eyrie 500
default 0
of Redemption68Suffix(15–20)% increased Effect of Non-Damaging Ailments ailmentshield_eyrie 500
quiver_eyrie 500
ring_eyrie 500
amulet_eyrie 500
default 0
of Redemption75Suffix(21–25)% increased Effect of Non-Damaging Ailments ailmentshield_eyrie 500
quiver_eyrie 500
ring_eyrie 500
amulet_eyrie 500
default 0
of the Crusade68SuffixProjectiles deal (15–20)% increased Damage with Hits and Ailments for each Enemy Pierced damagebow_crusader 500
default 0
of the Crusade70SuffixProjectiles deal (21–25)% increased Damage with Hits and Ailments for each Enemy Pierced damagebow_crusader 500
default 0
of the Crusade73SuffixProjectiles deal (26–30)% increased Damage with Hits and Ailments for each Enemy Pierced damagebow_crusader 500
default 0
45ScourgeUpside(17–19)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 500
default 0
68ScourgeUpside(20–22)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 500
default 0
68ScourgeUpside(23–25)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentshield 500
default 0
45ScourgeUpside(17–19)% reduced Elemental Ailment Duration on you elemental ailmentboots 500
default 0
68ScourgeUpside(20–22)% reduced Elemental Ailment Duration on you elemental ailmentboots 500
default 0
68ScourgeUpside(23–25)% reduced Elemental Ailment Duration on you elemental ailmentboots 500
default 0
45ScourgeUpside(7–8)% increased Duration of Ailments on Enemies ailmentgloves 500
default 0
68ScourgeUpside(9–10)% increased Duration of Ailments on Enemies ailmentgloves 500
default 0
68ScourgeUpside(11–12)% increased Duration of Ailments on Enemies ailmentgloves 500
default 0
45ScourgeUpside(10–12)% increased Effect of Non-Damaging Ailments ailmentboots 500
default 0
68ScourgeUpside(13–15)% increased Effect of Non-Damaging Ailments ailmentboots 500
default 0
68ScourgeUpside(16–18)% increased Effect of Non-Damaging Ailments ailmentboots 500
default 0
45ScourgeDownside(21–25)% reduced Duration of Ailments on Enemies ailmentgloves 250
default 0
68ScourgeDownside(26–30)% reduced Duration of Ailments on Enemies ailmentgloves 250
default 0
45ScourgeDownside(17–19)% increased Elemental Ailment Duration on you elemental ailmentboots 250
default 0
68ScourgeDownside(20–22)% increased Elemental Ailment Duration on you elemental ailmentboots 250
default 0
45ScourgeDownsideCannot inflict Elemental Ailmentssceptre 500
wand 500
staff 500
default 0
45ScourgeDownside(30–40)% reduced Effect of Non-Damaging Ailments ailmentboots 500
default 0
68ScourgeDownside(50–60)% reduced Effect of Non-Damaging Ailments ailmentboots 500
default 0
75BlueImplicit(13–14)% increased Duration of Ailments on Enemies ailmentno_tier_6_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(15–16)% increased Duration of Ailments on Enemies ailmentno_tier_5_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(17–18)% increased Duration of Ailments on Enemies ailmentno_tier_4_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(19–20)% increased Duration of Ailments on Enemies ailmentno_tier_3_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(21–22)% increased Duration of Ailments on Enemies ailmentno_tier_2_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(23–24)% increased Duration of Ailments on Enemies ailmentno_tier_1_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (21–22)% increased Duration of Ailments on Enemies ailmentno_tier_5_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (23–24)% increased Duration of Ailments on Enemies ailmentno_tier_4_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (25–26)% increased Duration of Ailments on Enemies ailmentno_tier_3_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (27–28)% increased Duration of Ailments on Enemies ailmentno_tier_2_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (29–30)% increased Duration of Ailments on Enemies ailmentno_tier_1_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (29–30)% increased Duration of Ailments on Enemies ailmentno_tier_4_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (31–32)% increased Duration of Ailments on Enemies ailmentno_tier_3_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (33–34)% increased Duration of Ailments on Enemies ailmentno_tier_2_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (35–36)% increased Duration of Ailments on Enemies ailmentno_tier_1_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicit(14–16)% increased Effect of Non-Damaging Ailments ailmentno_tier_6_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(17–19)% increased Effect of Non-Damaging Ailments ailmentno_tier_5_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(20–22)% increased Effect of Non-Damaging Ailments ailmentno_tier_4_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(23–25)% increased Effect of Non-Damaging Ailments ailmentno_tier_3_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(26–27)% increased Effect of Non-Damaging Ailments ailmentno_tier_2_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicit(28–29)% increased Effect of Non-Damaging Ailments ailmentno_tier_1_eldritch_implicit 0
helmet 700
amulet 700
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (23–25)% increased Effect of Non-Damaging Ailments ailmentno_tier_5_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (26–28)% increased Effect of Non-Damaging Ailments ailmentno_tier_4_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (29–31)% increased Effect of Non-Damaging Ailments ailmentno_tier_3_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (32–33)% increased Effect of Non-Damaging Ailments ailmentno_tier_2_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (34–35)% increased Effect of Non-Damaging Ailments ailmentno_tier_1_eldritch_implicit 0
helmet 350
amulet 350
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (32–34)% increased Effect of Non-Damaging Ailments ailmentno_tier_4_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (35–37)% increased Effect of Non-Damaging Ailments ailmentno_tier_3_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (38–39)% increased Effect of Non-Damaging Ailments ailmentno_tier_2_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (40–41)% increased Effect of Non-Damaging Ailments ailmentno_tier_1_eldritch_implicit 0
helmet 140
amulet 140
default 0
75BlueImplicit(15–17)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentno_tier_6_eldritch_implicit 0
boots 500
default 0
75BlueImplicit(18–20)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentno_tier_5_eldritch_implicit 0
boots 500
default 0
75BlueImplicit(21–23)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentno_tier_4_eldritch_implicit 0
boots 500
default 0
75BlueImplicit(24–26)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentno_tier_3_eldritch_implicit 0
boots 500
default 0
75BlueImplicit(27–29)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentno_tier_2_eldritch_implicit 0
boots 500
default 0
75BlueImplicit(30–32)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentno_tier_1_eldritch_implicit 0
boots 500
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (27–29)% chance to Avoid Elemental Ailments elemental ailmentno_tier_5_eldritch_implicit 0
boots 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (30–32)% chance to Avoid Elemental Ailments elemental ailmentno_tier_4_eldritch_implicit 0
boots 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (33–35)% chance to Avoid Elemental Ailments elemental ailmentno_tier_3_eldritch_implicit 0
boots 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (36–38)% chance to Avoid Elemental Ailments elemental ailmentno_tier_2_eldritch_implicit 0
boots 250
default 0
75BlueImplicitWhile a Unique Enemy is in your Presence, (39–41)% chance to Avoid Elemental Ailments elemental ailmentno_tier_1_eldritch_implicit 0
boots 250
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (39–41)% chance to Avoid Elemental Ailments elemental ailmentno_tier_4_eldritch_implicit 0
boots 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (42–44)% chance to Avoid Elemental Ailments elemental ailmentno_tier_3_eldritch_implicit 0
boots 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (45–47)% chance to Avoid Elemental Ailments elemental ailmentno_tier_2_eldritch_implicit 0
boots 100
default 0
75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (48–50)% chance to Avoid Elemental Ailments elemental ailmentno_tier_1_eldritch_implicit 0
boots 100
default 0
36WeaponTreeAdds 3 to 6 Fire Damage
Adds 3 to 6 Cold Damage
Adds 1 to Lightning Damage
15% increased Effect of Non-Damaging Ailments
one_hand_weapon 125
default 0
60WeaponTreeAdds 4 to 9 Fire Damage
Adds 4 to 9 Cold Damage
Adds 1 to Lightning Damage
15% increased Effect of Non-Damaging Ailments
one_hand_weapon 63
default 0
85WeaponTreeAdds 11 to 15 Fire Damage
Adds 11 to 15 Cold Damage
Adds 3 to Lightning Damage
15% increased Effect of Non-Damaging Ailments
one_hand_weapon 31
default 0
36WeaponTreeAdds 7 to 10 Fire Damage
Adds 7 to 10 Cold Damage
Adds 3 to Lightning Damage
25% increased Effect of Non-Damaging Ailments
two_hand_weapon 125
default 0
60WeaponTreeAdds 9 to 17 Fire Damage
Adds 9 to 17 Cold Damage
Adds 3 to Lightning Damage
25% increased Effect of Non-Damaging Ailments
two_hand_weapon 63
default 0
85WeaponTreeAdds 20 to 29 Fire Damage
Adds 20 to 29 Cold Damage
Adds 4 to Lightning Damage
25% increased Effect of Non-Damaging Ailments
two_hand_weapon 31
default 0
5WeaponTree7% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 125
default 0
23WeaponTree10% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 125
default 0
51WeaponTree13% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 125
default 0
69WeaponTree17% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 63
default 0
80WeaponTree20% increased Damage over Time
15% reduced Duration of Ailments on You
one_hand_weapon 31
default 0
5WeaponTree11% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 125
default 0
23WeaponTree16% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 125
default 0
51WeaponTree21% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 125
default 0
69WeaponTree26% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 63
default 0
80WeaponTree32% increased Damage over Time
25% reduced Duration of Ailments on You
two_hand_weapon 31
default 0
20WeaponTree+100 to Evasion Rating
20% increased Duration of Ailments on You
str_armour 0
int_armour 0
str_int_armour 0
shield 500
default 0
55WeaponTree+125 to Evasion Rating
20% increased Duration of Ailments on You
str_armour 0
int_armour 0
str_int_armour 0
shield 500
default 0
83WeaponTree+150 to Evasion Rating
20% increased Duration of Ailments on You
str_armour 0
int_armour 0
str_int_armour 0
shield 500
default 0
40WeaponTree100% chance to Avoid Elemental Ailments while on Consecrated Ground
50% reduced Effect of Consecrated Ground you create
shield 250
default 0
1WeaponTree50% chance to avoid Ailments from Critical Strikesshield 400
default 0
70WeaponTree75% chance to avoid Ailments from Critical Strikesshield 400
default 0
1WeaponTree+0.2 seconds to Flameblast and Incinerate Cooldown
Flameblast and Incinerate cannot inflict Elemental Ailments
Flameblast starts with 2 additional Stages
Incinerate starts with 2 additional Stages
two_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
shield 500
default 0
1WeaponTree+0.4 seconds to Flameblast and Incinerate Cooldown
Flameblast and Incinerate cannot inflict Elemental Ailments
Flameblast starts with 4 additional Stages
Incinerate starts with 4 additional Stages
one_hand_weapon 0
caster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 1000
sceptre 1000
default 0
1WeaponTreeSummoned Skeletons and Holy Relics convert 100% of their Physical Damage to a random Element
100% increased Effect of Non-Damaging Ailments inflicted by Summoned Skeletons and Holy Relics
two_hand_weapon 0
minion_unique_weapon 1000
weapon_can_roll_minion_modifiers 1000
focus_can_roll_minion_modifiers 1000
default 0
1WeaponTreeSummoned Skeletons and Holy Relics convert 100% of their Physical Damage to a random Element
200% increased Effect of Non-Damaging Ailments inflicted by Summoned Skeletons and Holy Relics
one_hand_weapon 0
minion_unique_weapon 1000
weapon_can_roll_minion_modifiers 1000
default 0
1WeaponTreeSocketed Gems are Supported by Level 30 Unbound Ailmentscrucible_unique_staff 1000
default 0
1WeaponTreeSocketed Gems are Supported by Level 30 Deadly Ailmentscrucible_unique_staff 1000
default 0
Enchantment Modifier /6
NameLevelPre/SufDescriptionWeight
Enchantment Flame Surge Vs Burning Enemies 166Enchantment40% increased Flame Surge Damage with Hits and Ailments against Burning Enemies damage casterhelmet 100
default 0
Enchantment Flame Surge Vs Burning Enemies 275Enchantment60% increased Flame Surge Damage with Hits and Ailments against Burning Enemies damage casterhelmet 100
default 0
Enchantment Lightning Trap Shock Effect 166Enchantment25% increased Lightning Trap Lightning Ailment Effect damage elemental lightning caster ailmenthelmet 100
default 0
Enchantment Lightning Trap Shock Effect 275Enchantment40% increased Lightning Trap Lightning Ailment Effect damage elemental lightning caster ailmenthelmet 100
default 0
83Enchantment20% chance to Avoid Elemental Ailments while you have Elusive elemental fire cold lightning ailmentbelt 1
default 0
83EnchantmentElemental Ailments inflicted on Enemies Exposed by you have 20% increased Duration elemental fire cold lightning ailmentbelt 1
default 0
Monsters mods /24
NameLevelPre/SufDescriptionWeight
Blessing of Elements25NemesisGain 50% of Physical Damage as Extra Damage of a random Element
always cause elemental status ailment [1]
bleed damage physical elemental ailment
rare 800
default 0
Frostwoven1Unique50% increased Cold Damage
+50% to Cold Resistance
Gain 50% of Physical Damage as Extra Cold Damage
25% of Physical Damage Converted to Cold Damage
Inflict Cold Exposure on Hit
cold ailment effect on self +% [0]
no_common_monster_mods 0
default 5000
Freezing68Unique25% increased Freeze Duration on Enemies
35% chance to Freeze
All Damage can Freeze
cold ailment effect on self +% [-80]
no_common_monster_mods 0
magic 0
default 2500
of Trickery68UniquePrevent +10% of Suppressed Spell Damage
+100% chance to Suppress Spell Damage
Monsters grant 20000% increased Experience
Non-Damaging Ailments Reflection
moment of respite damage taken over time +% final [-50]
no_common_monster_mods 0
legion_monster 0
essence_monster 0
delve_monster 0
abyss_monster 0
breach_commander 0
immobile 0
blight_monster 0
magic 0
default 50
Flamewoven1Unique50% increased Fire Damage
+50% to Fire Resistance
Gain 50% of Physical Damage as Extra Fire Damage
25% of Physical Damage Converted to Fire Damage
Inflict Fire Exposure on Hit
scorch ailment effect on self +% [0]
no_common_monster_mods 0
default 5000
Stormwoven1Unique50% increased Lightning Damage
+50% to Lightning Resistance
Gain 50% of Physical Damage as Extra Lightning Damage
25% of Physical Damage Converted to Lightning Damage
Inflict Lightning Exposure on Hit
lightning ailment effect on self +% [0]
no_common_monster_mods 0
default 5000
Shocking13UniqueHits always Shock
50% increased Shock Duration on Enemies
All Damage can Shock
25% increased Effect of Shock
lightning ailment effect on self +% [-80]
no_common_monster_mods 0
magic 0
default 2500
of Frost-striding13Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
cold ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
Imprisoning18Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
% additional Physical Damage Reduction
cold ailment effect on self +% [-50]
no_common_monster_mods 0
magic 0
default 800
of Flame-striding13Unique30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
of Storm-striding13Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
immobile 0
no_strider_mod 0
magic 0
default 1000
of Siphoning34Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
dropped items are converted to amulets [0]
lightning ailment effect on self +% [-50]
magic 0
default 200
of Storms24Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
no_common_monster_mods 0
magic 0
default 800
Freezing68Unique20% chance to Freeze
All Damage can Freeze
cold ailment effect on self +% [1]
no_common_monster_mods 0
rare 0
default 2500
Shocking13UniqueHits always Shock
50% increased Shock Duration on Enemies
All Damage can Shock
25% increased Effect of Shock
lightning ailment effect on self +% [-80]
no_common_monster_mods 0
rare 0
default 2500
of Flame-striding13Unique30% increased Fire Damage
+40% to Fire Resistance
Hits always Ignite
Gain 25% of Physical Damage as Extra Fire Damage
50% of Physical Damage Converted to Fire Damage
ignite damage +% [200]
scorch ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
of Frost-striding13Unique30% increased Cold Damage
+40% to Cold Resistance
Gain 25% of Physical Damage as Extra Cold Damage
50% of Physical Damage Converted to Cold Damage
cold ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
of Storm-striding13Unique30% increased Lightning Damage
+40% to Lightning Resistance
Gain 25% of Physical Damage as Extra Lightning Damage
50% of Physical Damage Converted to Lightning Damage
lightning ailment effect on self +% [-50]
immobile 0
no_strider_mod 0
not_part_of_pack 0
rare 0
default 1000
Vaal Cultist's Touch1TormentGain 25% of Physical Damage as Extra Damage of a random Element
always cause elemental status ailment [1]
damage physical elemental
default 1000
1UniqueEnemies Taunted by you deal 30% less Damage with Hits and
Ailments against other targets
1Uniqueailment threshold +% [-30] ailment
1Uniquebase ailment threshold [35000]
Mirrored46PrefixNon-Damaging Ailments Reflectiondefault 500
1UniqueNon-Damaging Elemental Ailments you inflict have 50% less Effect
self bleed duration +% final [-50]
self ignite duration +% final [-50]
self poison duration +% final [-50]
Abyss Jewel mods /6
NameLevelPre/SufDescriptionWeight
1Corrupted(5–7)% increased Effect of Non-Damaging Ailments ailmentdefault 1000
of Chilling30Suffix(10–15)% increased Effect of Cold Ailments elemental cold ailmentabyss_jewel_summoner 0
default 500
of Shocking30Suffix(10–15)% increased Effect of Lightning Ailments elemental lightning ailmentabyss_jewel_summoner 0
default 500
of Banishing1Suffix(30–40)% increased Damage with Hits and Ailments against Abyssal Monsters damageabyss_jewel_summoner 0
default 500
of Marshalling1SuffixMinions deal (30–40)% increased Damage with Hits and Ailments against Abyssal Monsters damage minionabyss_jewel_summoner 500
default 0
of Escape84Suffix(8–10)% chance to Avoid Elemental Ailments while you have Elusive elemental fire cold lightning ailmentabyss_jewel_melee 100
abyss_jewel_ranged 500
abyss_jewel_caster 100
abyss_jewel_summoner 100
default 0
Cluster Jewel mods /3
NameLevelPre/SufDescriptionWeight
of Tumult1SuffixAdded Small Passive Skills also grant: 3% increased Duration of Elemental Ailments on Enemies elemental fire cold lightning ailmentaffliction_effect_of_non-damaging_ailments 350
default 0
of Turbulence68SuffixAdded Small Passive Skills also grant: 4% increased Duration of Elemental Ailments on Enemies elemental fire cold lightning ailmentaffliction_effect_of_non-damaging_ailments 350
default 0
of Disturbance84SuffixAdded Small Passive Skills also grant: 5% increased Duration of Elemental Ailments on Enemies elemental fire cold lightning ailmentaffliction_effect_of_non-damaging_ailments 250
default 0
Fossil mods /3
NameLevelPre/SufDescriptionWeight
of the Underground1Suffix(30–40)% increased Damage with Ailments damage ailmentabyss_jewel 0
jewel 0
quiver 1600
ring 1600
amulet 1600
belt 1600
default 0
of the Underground1Suffix(15–20)% increased Damage with Ailments damage ailmentjewel 1000
abyss_jewel 1000
default 0
of the Underground1Suffix(20–30)% reduced Elemental Ailment Duration on you elemental ailmentabyss_jewel 0
jewel 0
shield 2000
body_armour 2000
helmet 2000
gloves 2000
boots 2000
default 0
Map mods /5
NameLevelPre/SufDescriptionWeight
Insulating69PrefixMonsters have (70–80)% chance to Avoid Ailments
Found Items have 2% chance to drop Corrupted in Area
16% increased Quantity of Items found in this Area
ailment
uber_tier_map 0
secret_area 800
default 0
of Insulation1SuffixMonsters have 30% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
low_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Insulation1SuffixMonsters have 50% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
mid_tier_map 800
expedition_logbook 0
primordial_map 0
default 0
of Insulation1SuffixMonsters have 70% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 800
maven_map 0
expedition_logbook 0
primordial_map 0
default 0
of Insulation1SuffixMonsters have 70% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
elemental fire cold lightning ailment
uber_tier_map 0
top_tier_map 0
maven_map 800
primordial_map 800
default 0
Delve Area mods /3
NameLevelPre/SufDescriptionWeight
1DelveAreaMonsters have 30% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire cold lightning ailment
default 1000
52DelveAreaMonsters have 40% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire cold lightning ailment
default 1000
173DelveAreaMonsters have 50% chance to Avoid Elemental Ailments
10% increased Quantity of Items found in this Area
6% increased Rarity of Items found in this Area
4% increased Pack size
elemental fire cold lightning ailment
default 1000
Heist Area mods /3
NameLevelPre/SufDescriptionWeight
of Insulation46SuffixMonsters have 30% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [0]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental fire cold lightning ailment
default 800
of Insulation73SuffixMonsters have 50% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [0]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental fire cold lightning ailment
default 800
of Insulation78SuffixMonsters have 70% chance to Avoid Elemental Ailments
heist contract alert level +% final [-4]
heist contract lockdown timer +% [0]
heist monster spawner alive limit +% [4]
map item drop quantity +% [10]
map item drop rarity +% [6]
elemental fire cold lightning ailment
default 800
Veiled mods /5
NameLevelPre/SufDescriptionWeight
Chosen1Prefix(20–25)% chance to Avoid Elemental Ailments
(20–25)% chance to Avoid being Stunned
elemental fire cold lightning ailment
body_armour 0
default 0
of the Order60Suffix(33–40)% increased Effect of Non-Damaging Ailments ailmentboots 1500
amulet 1500
default 0
of the Order60Suffix(36–40)% increased Duration of Ailments you inflict while Focused
grant focus skill [1]
ailment
helmet 1000
default 0
of the Order60SuffixFocus has (5–8)% increased Cooldown Recovery Rate
You are Immune to Ailments while Focused
grant focus skill [1]
ailment
boots 2000
default 0
Chosen60Prefix(30–35)% chance to Avoid Elemental Ailments
(30–35)% chance to Avoid being Stunned
elemental fire cold lightning ailment
body_armour 2000
default 0
Crafting Bench /9
ModRequireItemClassesUnlock
(16–20)% chance to Avoid Elemental Ailments1x Chaos OrbBoots · ShieldThe Ascent
(21–25)% chance to Avoid Elemental Ailments2x Chaos OrbBoots · ShieldWasteland Map
(16–22)% increased Effect of Non-Damaging Ailments2x Orb of ChanceBoots · AmuletBetrayal Unveil
(23–30)% increased Effect of Non-Damaging Ailments2x Regal OrbBoots · AmuletBetrayal Unveil
(16–20)% increased Duration of Ailments you inflict while Focused
grant focus skill [1]
4x Orb of AlterationHelmetBetrayal Unveil
(21–25)% increased Duration of Ailments you inflict while Focused
grant focus skill [1]
4x Orb of AlchemyHelmetBetrayal Unveil
(26–30)% increased Duration of Ailments you inflict while Focused
grant focus skill [1]
4x Chaos OrbHelmetBetrayal Unveil
You are Immune to Ailments while Focused
grant focus skill [1]
3x Chaos OrbBootsBetrayal Unveil
(20–25)% chance to Avoid Elemental Ailments
(20–25)% chance to Avoid being Stunned
6x Orb of AlchemyBody ArmourBetrayal Unveil
Misc mods /22
NameLevelDomainPre/SufDescriptionWeight
1JewelCorrupted(5–7)% increased Effect of Non-Damaging Ailments ailmentjewel 1000
default 0
1JewelUnique10% chance to Avoid Elemental Ailments elemental fire cold lightning ailment
Decrepifying1JewelPrefixDamaging Ailments deal damage (4–6)% faster ailmentdefault 250
1JewelUniqueGain 3 Life per Elemental Ailment on Enemies Hit with Attacks resource life attack
1JewelUniqueGain 3 Life per Elemental Ailment on Enemies Hit with Spells resource life caster
1JewelUnique12% chance to Avoid Elemental Ailments per Grand Spectrum
number of stackable unique jewels [1]
elemental
1JewelUniqueModifiers to Ignite Duration on you apply to all Elemental Ailments
1JewelUniqueModifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
1PrimordialAltarUniqueNon-Damaging Ailments you inflict are reflected back to youprimordial_altar_upside 0
tangle_altar 1000
default 0
of Prolonged Suffering75SanctumSpecialSuffix(20–30)% increased Duration of Ailments on Enemies ailmentdex_special_relic 600
default 150
of Punishment75SanctumSpecialSuffix(20–30)% increased Effect of Non-Damaging Ailments ailmentdex_special_relic 600
default 150
of the Untouchable75SanctumSpecialSuffix(20–30)% chance to Avoid Elemental Ailments elemental fire cold lightning ailmentdex_special_relic 600
default 150
Inquisitor's1CharmPrefix(20–30)% increased Effect of non-Damaging Ailments you inflict with Critical Strikesint_animal_charm 500
str_animal_charm 500
default 0
Inquisitor's60CharmPrefix(31–40)% increased Effect of non-Damaging Ailments you inflict with Critical Strikesint_animal_charm 250
str_animal_charm 250
default 0
Hierophant's1CharmPrefixNon-Damaging Ailments have (20–30)% reduced Effect on you while you have Arcane Surgeint_animal_charm 500
str_animal_charm 500
default 0
Hierophant's60CharmPrefixNon-Damaging Ailments have (31–40)% reduced Effect on you while you have Arcane Surgeint_animal_charm 250
str_animal_charm 250
default 0
of the Guardian45CharmSuffixEvery 4 seconds, remove Curses and Elemental Ailments from youint_animal_charm 250
str_animal_charm 250
default 0
of the Guardian45CharmSuffixEnemies in your Link Beams cannot apply Elemental Ailmentsint_animal_charm 250
str_animal_charm 250
default 0
of the Raider1CharmSuffix(10–15)% chance to Avoid Elemental Ailments while Phasingdex_animal_charm 1000
default 0
of the Raider60CharmSuffix(16–25)% chance to Avoid Elemental Ailments while Phasingdex_animal_charm 500
default 0
of the Pathfinder1CharmSuffixEnemies you Kill that are affected by Elemental Ailments
grant (15–25)% increased Flask Charges
dex_animal_charm 1000
default 0
of the Pathfinder60CharmSuffixEnemies you Kill that are affected by Elemental Ailments
grant (26–40)% increased Flask Charges
dex_animal_charm 500
default 0
Item /3
Corroded Fossil
Stack Size: 1 / 20
More Physical Ailment or Chaos Ailment modifiers
No Elemental modifiers
Prismatic Fossil
Stack Size: 1 / 20
More Elemental modifiers
No Physical Ailment or Chaos Ailment modifiers
Tenebrous Ring
Requires Level 24
Left ring slot: 30% reduced Duration of Ailments on You
Right ring slot: 30% increased Duration of Ailments on You
Unique /70
+(8–10)% to all Elemental Resistances
20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy
+(20–30)% to all Elemental Resistances
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Arrows Pierce an additional Target
(8–12)% increased Attack Speed
+350 to Evasion Rating
+(40–50) to maximum Life
(10–14) to (19–24) Added Physical Damage with Bow Attacks
Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+30% chance to Suppress Spell Damage
+(40–50) to Dexterity
(140–220)% increased Evasion Rating
25% increased Chill Duration on Enemies
(105–145) to (160–200) Added Cold Damage with Bow Attacks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(20–26)% chance to Suppress Spell Damage
180% increased Evasion Rating
+(55–75) to maximum Life
30% increased Movement Speed
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Socketed Gems are Supported by Level 30 Added Lightning Damage
10% increased Attack Speed
(150–200)% increased Evasion and Energy Shield
100% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
(160–180)% increased Armour and Energy Shield
+(50–60)% to Fire Resistance
25% increased Movement Speed
(10–15)% chance to Ignite
(25–40)% increased Damage with Hits and Ailments against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to Strength
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+18% Chance to Block Attack Damage while wielding a Staff
40% increased Strength Requirement
+(80–120) to Intelligence
(30–50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
100% increased Duration of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
Gain (10–15)% of Physical Damage as Extra Chaos Damage
10% increased Attack Speed
+(50–70) to maximum Life
+(12–16)% to Chaos Resistance
(8–10) to (14–16) Added Physical Damage with Bow Attacks
25% chance to create a Smoke Cloud when Hit
(40–60)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Enemies standing in Smoke Clouds are Blinded)
+(20–30) to Dexterity
+(40–80) to maximum Life
+(20–40) to maximum Mana
20% reduced Duration of Elemental Ailments on Enemies
Items and Gems have 10% increased Attribute Requirements
Always Freeze, Shock and Ignite
(Attributes are Strength, Dexterity, and Intelligence)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Minions have (5–10)% increased Movement Speed
Minions have +(2–5)% chance to Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+3% chance to Suppress Spell Damage
10% chance to Avoid Elemental Ailments
10% increased Life Recovery from Flasks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Grants Level 20 Doryani's Touch Skill
+(80–100) to maximum Energy Shield
30% chance to Shock
Adds (150–225) to (525–600) Lightning Damage to Unarmed Melee Hits
Adds (90–135) to (315–360) Lightning Damage to Spells while Unarmed
+(200–250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Unarmed Attacks are any Attacks performed with a hand that is not holding any Item)
(You are Unarmed as long as you have no Equipped Weapons)
(Lightning Ailments are Shocked and Sapped)
1 to 4 Added Physical Damage with Bow Attacks
+10% to all Elemental Resistances
50% increased Duration of Elemental Ailments on Enemies
10% chance to Freeze, Shock and Ignite
Gain 25% of Weapon Physical Damage as Extra Damage of a random Element
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(5–10)% increased Spell Damage
Trigger Level 20 Fog of War when your Trap is triggered
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Elemental Damage
Adds (1–10) to (150–200) Lightning Damage to Spells
(14–18)% increased Cast Speed
(6–8)% reduced Mana Cost of Skills
Nearby Enemies are Hindered, with 25% reduced Movement Speed
100% increased Damage with Hits and Ailments against Hindered Enemies
(Hinder reduces movement speed for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(25–35) to Dexterity
(20–40)% increased Evasion Rating
100% increased Evasion Rating during Onslaught
+(50–70) to maximum Life
25% increased Movement Speed
30% chance to Avoid Elemental Ailments while Phasing
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–16) to all Attributes
Prevent +3% of Suppressed Spell Damage
+(600–1000) to Accuracy Rating
+(600–1000) to Evasion Rating
Cannot be Blinded
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(20–40) to Strength
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+50% chance to Suppress Spell Damage
(150–200)% increased Evasion Rating
-30% to Cold Resistance
Evasion Rating is increased by Overcapped Cold Resistance
Acrobatics
(Overcapped Resistance is the amount by whch Uncapped Resistance is higher than Maximum Resistance)
(Uncapped Resistance is the value Resistance would have if ignoring Maximum Resistance)
(Modifiers to Chance to Suppress Spell Damage instead apply to Chance to Dodge Spell Hits at 50% of their value. Maximum Chance to Dodge Spell Hits is 75%)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Gain (6–10)% of Cold Damage as Extra Chaos Damage
Passives granting Cold Resistance or all Elemental Resistances in Radius
also grant Chance to Suppress Spell Damage at 70% of its value
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(1–50)% to Lightning Resistance
(1–40)% increased Movement Speed
(1–100)% increased Duration of Lightning Ailments
(1–50)% increased Effect of Lightning Ailments
Unaffected by Shocked Ground
(Lightning Ailments are Shocked and Sapped)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
30% increased Global Critical Strike Chance
Adds (160–190) to (280–320) Cold Damage
(10–15)% increased Attack Speed
+(1000–1500) to Evasion Rating
(100–200)% increased Cold Damage while your Off Hand is empty
+(30–40)% chance to Suppress Spell Damage while your Off Hand is empty
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(10–16) to all Attributes
+(10–20)% to Fire Resistance
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+5% chance to Suppress Spell Damage
(500–600)% increased Evasion and Energy Shield
+(60–80) to maximum Life
40% increased Duration of Ailments on Enemies
+(3–4)% Chance to Block
Shared Suffering
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Has 1 Abyssal Socket
Triggers Level 20 Death Walk when Equipped
(40–60)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(24–32)% increased Movement Speed while affected by a Magic Abyss Jewel
(16–24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Trigger Level 10 Assassin's Mark when you Hit a Rare or Unique Enemy and have no Mark
+(10–12)% chance to Suppress Spell Damage
(30–40)% increased Global Accuracy Rating
+(40–50) to maximum Life
(-20–-10)% to Chaos Resistance
2% increased Attack Critical Strike Chance per 200 Accuracy Rating
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
Grants Level 15 Blood Offering Skill
(100–120)% increased Evasion and Energy Shield
(15–25)% increased maximum Life
Minions have (20–30)% increased maximum Life
Regenerate 1% of Life per second
Minions have +(12–15)% chance to Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
40% increased Elemental Damage
(180–220)% increased Physical Damage
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
+(40–50) to Dexterity
(150–200)% increased Evasion and Energy Shield
+(50–60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Has 2 Abyssal Sockets
Triggers Level 20 Death Walk when Equipped
(40–60)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(24–32)% increased Movement Speed while affected by a Magic Abyss Jewel
(16–24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
(Only Abyss Jewels can be Socketed in Abyssal Sockets)
Grants Level 20 Aspect of the Cat Skill
(180–220)% increased Evasion and Energy Shield
+(25–35)% to Cold Resistance
+1% to Critical Strike Chance while affected by Aspect of the Cat
Critical Strikes have (10–20)% chance to Blind Enemies while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(400–500) to Accuracy Rating
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
Attacks always inflict Bleeding while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
Grants Level 20 Aspect of the Spider Skill
(120–170)% increased Evasion and Energy Shield
+(40–50) to maximum Life
(6–9)% increased Attack and Cast Speed
(40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
Adds (8–10) to (13–15) Chaos Damage for each Spider's Web on the Enemy
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(30–40) to Strength
+(30–40) to Intelligence
(140–160)% increased Armour and Energy Shield
+(50–75)% to Cold Resistance
Cannot be Chilled
20% of Physical Damage from Hits taken as Cold Damage
30% of Fire Damage from Hits taken as Cold Damage
(15–20)% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
+(25–40) to maximum Life
+(30–40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
Focus has (30–50)% increased Cooldown Recovery Rate
(50–70)% increased Damage with Hits and Ailments against Chilled Enemies
grant focus skill [1]
veiled mod seed [1,30000]
veiled mod type [2]
(Chill reduces Enemy Action Speed for 2 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
26% increased Elemental Damage
Grants Level 30 Smite Skill
+(10–30) to Strength and Intelligence
Enemies inflict Elemental Ailments on you instead of nearby Allies
redirect elemental ailments to aura owner [1]
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Minions have (12–16)% increased Attack Speed
Minions have (12–16)% increased Cast Speed
Minions have +(20–24)% chance to Suppress Spell Damage
Notable Passive Skills in Radius are Transformed to
instead grant: Minions have 25% reduced Movement Speed
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Corrupted
+(20–30)% to Lightning Resistance
+(30–50) to Intelligence
(20–25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds (16–19) to (25–29) Fire Damage
Adds (16–19) to (25–29) Cold Damage
Adds (6–10) to (33–38) Lightning Damage
(60–120)% increased Evasion Rating
Critical Strikes do not inherently inflict non-Damaging Ailments
Inflict non-Damaging Ailments as though dealing (100–200)% more Damage
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to Dexterity
10% reduced Strength
15% increased Dexterity
(-30–-20)% to Fire Resistance
+(30–40)% to Cold Resistance
You do not inherently take less Damage for having Fortification
+4% chance to Suppress Spell Damage per Fortification
(15–25)% increased Attack and Cast Speed while at maximum Fortification
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(50–70) to maximum Energy Shield
+(15–20)% to Cold and Lightning Resistances
(20–30)% chance to Sap Enemies in Chilling Areas
Enemies in your Chilling Areas take (25–35)% increased Lightning Damage
(15–20)% increased Effect of Non-Damaging Ailments
(Chilled Ground, Creeping Frost, Frost Shield, and Vortices are Chilling Areas)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Grants Level 30 Snipe Skill
Socketed Non-Channelling Bow Skills are Triggered by Snipe
Socketed Triggered Bow Skills gain a 0.05 second Cooldown
+(350–500) to Accuracy Rating
+(350–500) to Evasion Rating
+2 to maximum Snipe Stages
+(14–20)% chance to Suppress Spell Damage while Channelling
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+(8–12)% to Fire and Lightning Resistances
Grants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20–40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(60–80) to Intelligence
(40–60)% increased Global Critical Strike Chance
(200–220)% increased Armour
+(60–75) to maximum Life
You have Perfect Agony if you've dealt a Critical Strike recently
(Recently refers to the past 4 seconds)
(Modifiers to Critical Strike Multiplier also apply to Damage Multiplier for Ailments from Critical Strikes at 50% of their value. 30% less Damage with Hits)
22% increased Elemental Damage
Socketed Gems are Supported by Level 15 Elemental Penetration
Socketed Gems are Supported by Level 15 Immolate
Socketed Gems are Supported by Level 15 Unbound Ailments
Socketed Gems are Supported by Level 15 Ice Bite
Socketed Gems are Supported by Level 15 Inspiration
Socketed Gems are Supported by Level 15 Innervate
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(80–120) to Evasion Rating
(5–8)% increased Attack and Cast Speed
Mark Skills have (10–15)% increased Cast Speed
(30–50)% increased Damage with Hits and Ailments against Marked Enemy
Your Mark Transfers to another Enemy when Marked Enemy dies
+20% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
Elemental Damage with Hits is Lucky while you are Shocked
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
Has 1 Socket
Socketed Gems are Supported by Level 20 Blasphemy
Curse Auras from Socketed Skills also affect you
Socketed Curse Gems have 80% increased Reservation Efficiency
+(20–30) to Intelligence
20% reduced Effect of Curses on you
(15–25)% increased Damage with Hits and Ailments against Cursed Enemies
(15–25)% increased Stun and Block Recovery
+(600–700) to Evasion Rating
+(40–60)% to Cold Resistance
(8–12)% increased Movement Speed
+1 to Maximum Frenzy Charges
Modifiers to Minimum Frenzy Charges instead apply to Minimum Affliction Charges
Maximum Affliction Charges is equal to Maximum Frenzy Charges
Gain Affliction Charges instead of Frenzy Charges
(Players have 8% more Damage with Ailments and 8% more Effect of Non-Damaging Ailments per Affliction Charge)
Restores Ward on use
(20–30)% increased Charge Recovery
Inflict Fire, Cold and Lightning Exposure on nearby Enemies when used
(20–30)% increased Effect of Non-Damaging Ailments you inflict during Effect
(Each Exposure applies -10% to the matching Resistance for 4 seconds)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
120% increased Block Recovery
-10% to amount of Suppressed Spell Damage Prevented
+(26–32)% chance to Suppress Spell Damage
(200–250)% increased Armour and Evasion
+(9–13)% Chance to Block
You take 20% of Damage from Blocked Hits
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(15–25)% increased Elemental Damage
(15–25)% increased Global Critical Strike Chance
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
12% increased Elemental Damage
Adds (3–5) to (7–10) Lightning Damage to Spells
(14–18)% increased Cast Speed
(6–8)% reduced Mana Cost of Skills
Nearby Enemies are Hindered, with 25% reduced Movement Speed
(20–35)% increased Damage with Hits and Ailments against Hindered Enemies
(Hinder reduces movement speed for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
12% increased Elemental Damage
(50–90)% increased Physical Damage
(10–15)% increased Attack Speed
(80–100)% increased Critical Strike Chance
50% of Physical Damage Converted to Lightning Damage
Every 16 seconds you gain Elemental Overload for 8 seconds
You have Resolute Technique while you do not have Elemental Overload
100% increased Physical Damage while you have Resolute Technique
(Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments. Your Critical Strikes do not deal extra Damage. Ailments never count as being from Critical Strikes)
(Your hits can't be Evaded. Never deal Critical Strikes)
12% chance to Avoid Elemental Ailments per Grand Spectrum
number of stackable unique jewels [1]
+(20–25)% chance to Suppress Spell Damage
(60–100)% increased Evasion Rating
(20–25)% chance to Avoid Elemental Ailments
Recover (100–200) Life when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Lightning Resistance
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to Intelligence
+(20–25)% to all Elemental Resistances
(20–25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(5–10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(100–150)% increased Evasion Rating
(20–30)% increased Movement Speed
Cannot be Stunned by Suppressed Spell Damage
Debilitate Enemies for 4 Seconds when you Suppress their Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Enemies that are Debilitated have 20% less Movement Speed and deal 10% less damage)
+(9–20) to maximum Energy Shield
+(40–50) to maximum Life
(40–60)% increased Stun and Block Recovery
Reflects (100–150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(100–150)% increased Armour
5% reduced Movement Speed
(100–200)% increased Stun and Block Recovery
Unaffected by Damaging Ailments
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
3% increased Movement Speed
(100–150)% increased Evasion Rating
(15–25)% chance to Avoid Elemental Ailments
+(3–8)% Chance to Block
(30–40)% chance for Elemental Resistances to count as being 90% against Enemy Hits
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+30% chance to Suppress Spell Damage
+(40–50) to Dexterity
(140–220)% increased Evasion Rating
25% increased Shock Duration on Enemies
(12–18) to (231–347) Added Lightning Damage with Wand Attacks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(80–120)% increased Armour
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
(12–20)% increased Rarity of Items found
+(0–30)% chance to Suppress Spell Damage
+(0–5)% to all maximum Elemental Resistances
(0–40)% increased Attack and Cast Speed
Damage Penetrates (0–20)% Elemental Resistances
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Maximum Resistances cannot be raised above 90%)
Corrupted
Passive /57
Staff Attacks deal 30% increased Damage with Hits and Ailments
30% increased Critical Strike Chance with Staves
10% chance to gain an Endurance Charge on Melee Critical Strike
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
36% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 36% increased Damage with Ailments
12% reduced Enemy Stun Threshold with Maces or Sceptres
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
12% increased Area of Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Axe Attacks deal 24% increased Damage with Hits and Ailments
10% increased Attack Speed with Axes
20% chance to gain Onslaught for 4 seconds on Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
25% increased Physical Damage with Axes
Axe Attacks deal 25% increased Damage with Ailments
8% increased Attack Speed with Axes
+5 to Maximum Rage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Damage if you have Shocked an Enemy Recently
50% increased Duration of Lightning Ailments
30% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
(Recently refers to the past 4 seconds)
Dagger Attacks deal 24% increased Damage with Hits and Ailments
12% increased Attack Speed with Daggers
18% increased Accuracy Rating with Daggers
(Rune Daggers are considered Daggers)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Claw Attacks deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Claws
25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Two Handed Melee Weapons
40% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
20% increased Physical Damage with Swords
Sword Attacks deal 20% increased Damage with Ailments
8% increased Attack Speed with Swords
+200 to Accuracy Rating with Swords
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Damage over Time Multiplier for Poison
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+8% chance to Suppress Spell Damage
15% increased Evasion Rating
5% increased maximum Life
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
15% chance to Intimidate Enemies for 4 seconds on Hit with Attacks
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
35% increased Physical Damage with Swords
Sword Attacks deal 35% increased Damage with Ailments
Overwhelm 20% Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
25% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+6% Chance to Block Attack Damage while Dual Wielding or holding a Shield
Sword Attacks deal 24% increased Damage with Hits and Ailments
20% chance to gain a Frenzy Charge when you Block Attack Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+1% to all maximum Elemental Resistances
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
Attacks with One Handed Weapons deal 30% increased Damage with Ailments
8% increased Attack Speed with One Handed Weapons
20% increased Damage with One Handed Weapons
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% chance to Suppress Spell Damage
+100 to Evasion Rating
30% increased Evasion Rating
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
18% increased Evasion Rating
10% increased maximum Life
+10% chance to Suppress Spell Damage while on Full Life
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
10% increased maximum Life
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
18% increased Evasion Rating
12% increased maximum Energy Shield
+10% chance to Suppress Spell Damage while on Full Energy Shield
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
25% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Refresh Duration of Ignite, Chill and Shock on Enemies you Curse
Remove Elemental Ailments when you Cast a Curse Spell
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
30% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Overwhelm 12% Physical Damage Reduction
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% chance to Suppress Spell Damage
6% increased Movement Speed
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Mace or Sceptre Attacks deal 24% increased Damage with Hits and Ailments
6% increased Attack Speed with Maces or Sceptres
15% increased Area of Effect if you have Stunned an Enemy Recently
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Lightning Damage
50% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
30% increased Cold Damage
50% increased Duration of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
25% increased Cold Damage
15% chance to Freeze
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
20% increased Duration of Elemental Ailments on Enemies
20% increased Elemental Damage
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Skills that have dealt a Critical Strike in the past 8 seconds deal 40% more Elemental Damage with Hits and Ailments
Your Critical Strikes do not deal extra Damage
Ailments never count as being from Critical Strikes
Damaging Ailments deal damage 15% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value
30% less Damage with Hits
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+8% chance to Suppress Spell Damage
10% increased maximum Energy Shield
5% increased maximum Life
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
30% increased Spell Damage while holding a Shield
30% reduced Elemental Ailment Duration on you while holding a Shield
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Prevent +3% of Suppressed Spell Damage
+15% chance to Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Axe Attacks deal 30% increased Damage with Hits and Ailments
+40% to Critical Strike Multiplier with Axes
+200 to Accuracy Rating with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Armour if you have been Hit Recently
30% increased Evasion Rating if you haven't been Hit Recently
+15% chance to Suppress Spell Damage if you've Hit an Enemy Recently
(Recently refers to the past 4 seconds)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
35% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 35% increased Damage with Ailments
+35% to Critical Strike Multiplier with Maces or Sceptres
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
60% increased Stun Duration against Enemies that are on Full Life
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+12% chance to Suppress Spell Damage
Life Flasks gain 3 Charges when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Sword Attacks deal 30% increased Damage with Hits and Ailments
+0.3 metres to Melee Strike Range with Swords
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
10% chance to double Stun Duration
5% chance to deal Double Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+5% Chance to Block Attack Damage while holding a Shield
30% increased Physical Attack Damage while holding a Shield
Attack Skills deal 30% increased Damage with Ailments while holding a Shield
10% chance to gain an Endurance Charge on Kill while holding a Shield
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Staff Attacks deal 30% increased Damage with Hits and Ailments
+800 Armour if you've Blocked Recently
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
30% increased Damage Over Time with Bow Skills
Damaging Ailments deal damage 10% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
+25% to Damage over Time Multiplier for Ailments from Critical Strikes
40% increased Critical Strike Chance
+12% chance to Suppress Spell Damage
Recover 50 Energy Shield when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+1% to all maximum Elemental Resistances
20% reduced Elemental Ailment Duration on you
20% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
12% increased Impale Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Dexterity provides no inherent bonus to Evasion Rating
+1% Chance to Suppress Spell Damage per 15 Dexterity
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Take 50% less Damage over Time if you've started taking Damage over Time in the past second
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum
10% reduced Duration of Damaging Ailments on you per Bark
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy Passive /13
Ascendancy: Raider
Character: Ranger
+40% chance to Suppress Spell Damage
Phasing
(While you have Phasing, your movement is not blocked by Enemies)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Ascendancy: Raider
Character: Ranger
50% chance to Avoid Elemental Ailments while Phasing
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Pathfinder
Character: Ranger
Removes Elemental Ailments when you use a Flask
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Elementalist
Character: Witch
Hits always Shock
Shocks from your Hits always increase Damage taken by at least 15%
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Lightning Ailments are Shocked and Sapped)
Ascendancy: Elementalist
Character: Witch
All Damage with Hits can Chill
Chills from your Hits always reduce Action Speed by at least 15%
50% more Effect of Cold Ailments you inflict with Hits for which the highest Damage Type is Cold
Your Chills can reduce Action Speed by up to a maximum of 40%
(Chill reduces Enemy Action Speed by up to 30%, depending on the amount of Cold Damage in the hit, for 2 seconds)
(Cold Ailments are Chilled, Frozen and Brittle)
Ascendancy: Slayer
Character: Duelist
10% more Damage if you've Killed Recently
Cannot take Reflected Physical Damage
20% more Damage with Hits and Ailments against Unique Enemies
(Recently refers to the past 4 seconds)
Ascendancy: Champion
Character: Duelist
100% chance to Taunt on Hit
10% reduced Damage taken if you've Taunted an Enemy Recently
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Ascendancy: Champion
Character: Duelist
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Recover 25% of Life when you gain Adrenaline
Remove all Ailments and Burning when you gain Adrenaline
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Ascendancy: Hierophant
Character: Templar
Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge
30% increased Area of Effect while you have Arcane Surge
0.5% of Spell Damage Leeched as Life while you have Arcane Surge
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Every 4 seconds, remove Curses and Elemental Ailments from you
Every 4 seconds, Regenerate 100% of Life over one second
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
Enemies in your Link Beams have -20% to all Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Assassin
Character: Shadow
15% more Damage with Hits and Ailments against Enemies that are on Low Life
+40% to Critical Strike Multiplier against Enemies that are on Full Life
100% more Critical Strike Chance against Enemies that are on Full Life
100% more Critical Strike Chance against Enemies that are on Low Life
Critical Strikes have Culling Strike
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
(You are on Low Life if you have 50% of your Maximum Life or less)
Ascendancy: Trickster
Character: Shadow
+20% chance to Suppress Spell Damage
Prevent +10% of Suppressed Spell Damage while on Full Energy Shield
50% chance for Energy Shield Recharge to start when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Cluster Jewel Passive /34
+10% chance to Suppress Spell Damage
5% increased Dexterity
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
20% increased Duration of Elemental Ailments on Enemies
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
Attacks with Two Handed Melee Weapons deal 20% increased Damage with Hits and Ailments
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
25% increased Effect of Cold Ailments you inflict on Shocked Enemies
25% increased Effect of Lightning Ailments you inflict on Chilled Enemies
(Cold Ailments are Chilled, Frozen and Brittle)
(Lightning Ailments are Shocked and Sapped)
3% increased Movement Speed
+12% chance to Suppress Spell Damage while moving
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
+5% to Cold Damage over Time Multiplier
30% increased Effect of Cold Ailments
(Cold Ailments are Chilled, Frozen and Brittle)
20% increased Attack Damage
20% increased Damage with Ailments from Attack Skills
Enemies Killed with Attack Hits have a 15% chance to Explode, dealing a tenth of their Life as Physical Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% chance to Suppress Spell Damage
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
10% increased Area of Effect per second you've been stationary, up to a maximum of 50%
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
40% increased Critical Strike Chance
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
20% increased Effect of Cold Ailments
Hatred has 50% increased Mana Reservation Efficiency
(Cold Ailments are Chilled, Frozen and Brittle)
3% Chance to Block Spell Damage
25% reduced Elemental Ailment Duration on you
+3% Chance to Block Attack Damage
25% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Projectiles deal 15% increased Damage with Hits and Ailments for each remaining Chain
+10% to Damage over Time Multiplier for Ailments from Critical Strikes
30% increased Critical Strike Chance
30% increased Attack Damage
10% reduced Enemy Stun Threshold
20% chance to double Stun Duration
30% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
Attack Skills deal 25% increased Damage while Dual Wielding
+10% chance to Suppress Spell Damage if you've Hit an Enemy Recently
(Recently refers to the past 4 seconds)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
20% increased Effect of your Marks
20% increased Damage with Hits and Ailments against Marked Enemy
20% increased Elemental Damage
30% increased Mana Regeneration Rate if you have Frozen an Enemy Recently
30% increased Mana Regeneration Rate if you have Shocked an Enemy Recently
10% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Recently refers to the past 4 seconds)
20% increased Attack Damage
6% increased Attack Speed
15% increased Global Accuracy Rating
20% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
40% reduced Effect of Curses on you during Effect of any Mana Flask
40% reduced Effect of Non-Damaging Ailments on you during Effect of any Life Flask
30% increased Lightning Damage
40% increased Effect of Lightning Ailments
(Lightning Ailments are Shocked and Sapped)
20% increased Effect of Lightning Ailments
Wrath has 50% increased Mana Reservation Efficiency
(Lightning Ailments are Shocked and Sapped)
Minions have 20% chance to Ignite
Minions deal 20% increased Damage with Hits and Ailments against Ignited Enemies
Minions gain 6% of Physical Damage as Extra Fire Damage
Axe or Sword Attacks deal 15% increased Damage with Ailments
10% increased Impale Effect
10% chance to Impale Enemies on Hit with Axes or Swords
15% increased Physical Damage with Axes or Swords
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Anger has 50% increased Mana Reservation Efficiency
20% increased Duration of Fire Ailments
(Fire Ailments are Ignited and Scorched)
Bow Skills have +6% to Damage over Time Multiplier
Bow Skills have 10% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
+10% chance to Suppress Spell Damage
30% increased Evasion Rating
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
20% increased Damage with Ailments
Damaging Ailments deal damage 5% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
+20 to Strength
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Axe or Sword Attacks deal 20% increased Damage with Ailments
20% increased Physical Damage with Axes or Swords
+5% to Physical Damage over Time Multiplier while wielding an Axe or Sword
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Timeless Jewel Passive /4
FactionCategoryNameShow Full Descriptions
VaalPassiveAvoid Elemental Ailments
3% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
VaalNotableJungle Paths
(8–10)% chance to Avoid Elemental Ailments
(8–10)% chance to Avoid being Stunned
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
TemplarNotableCloistered
Immune to Elemental Ailments while on Consecrated Ground if you have at least 150 Devotion
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
EternalNotableSecret Tunnels
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Timeless Jewel Passive Additions /3
FactionCategoryShow Full DescriptionsCode
VaalNotable
3% chance to Avoid Elemental Ailmentsvaal_small_attack_dodge
MarakethNotable
10% increased Duration of Elemental Ailments on Enemiesmaraketh_notable_add_ailment_duration
MarakethNotable
10% increased Effect of Non-Damaging Ailmentsmaraketh_notable_add_ailment_effect
Elevated modifier List /15
NameLvModsElevated Mods
of Shaping68Socketed Gems are Supported by Level 16 Hypothermia
(8–12)% increased Effect of Cold Ailments

Group: 2718
Socketed Gems are Supported by Level 18 Hypothermia
(13–16)% increased Effect of Cold Ailments
of Shaping75Socketed Gems are Supported by Level 18 Hypothermia
(13–16)% increased Effect of Cold Ailments

Group: 2718
Socketed Gems are Supported by Level 20 Hypothermia
(17–20)% increased Effect of Cold Ailments
of Shaping80Socketed Gems are Supported by Level 20 Hypothermia
(17–20)% increased Effect of Cold Ailments

Group: 2718
Socketed Gems are Supported by Level 25 Hypothermia
(17–20)% increased Effect of Cold Ailments
of Shaping68Socketed Gems are Supported by Level 16 Innervate
(8–12)% increased Effect of Lightning Ailments

Group: 2718
Socketed Gems are Supported by Level 18 Innervate
(13–16)% increased Effect of Lightning Ailments
of Shaping75Socketed Gems are Supported by Level 18 Innervate
(13–16)% increased Effect of Lightning Ailments

Group: 2718
Socketed Gems are Supported by Level 20 Innervate
(17–20)% increased Effect of Lightning Ailments
of Shaping80Socketed Gems are Supported by Level 20 Innervate
(17–20)% increased Effect of Lightning Ailments

Group: 2718
Socketed Gems are Supported by Level 25 Innervate
(17–20)% increased Effect of Lightning Ailments
of Redemption68(6–8)% chance to Shock
(8–12)% increased Effect of Lightning Ailments

Group: 687
(6–8)% chance to Shock
(13–15)% increased Effect of Lightning Ailments
of Redemption80(12–15)% Global chance to Blind Enemies on hit
Group: 2644
(20–30)% increased Damage with Hits and Ailments against Blinded Enemies
(12–15)% Global chance to Blind Enemies on hit
Hunter's68(10–12)% increased Duration of Ailments on Enemies
Group: 2729
(13–15)% increased Duration of Ailments on Enemies
Hunter's80(13–15)% increased Duration of Ailments on Enemies
Group: 2729
(13–15)% increased Duration of Ailments on Enemies
(13–15)% increased Effect of Non-Damaging Ailments
of Shaping68(14–17)% chance to Avoid Elemental Ailments
Group: 1311
(18–21)% chance to Avoid Elemental Ailments
of Shaping75(18–21)% chance to Avoid Elemental Ailments
Group: 1311
(31–35)% chance to Avoid Elemental Ailments
of Shaping81(31–35)% chance to Avoid Elemental Ailments
Group: 1311
(36–45)% chance to Avoid Elemental Ailments
of Redemption68(30–34)% increased Effect of Non-Damaging Ailments
Group: 3004
(35–40)% increased Effect of Non-Damaging Ailments
of Redemption73(35–40)% increased Effect of Non-Damaging Ailments
Group: 3004
(41–60)% increased Effect of Non-Damaging Ailments
Ailments The Help Panel

Ailments The Help Panel

Ailments

Monsters throughout Wraeclast won't just hurt you -- they can also inflict ailments. Fortunately, you can too.

Ailments usually come from a specific kind of damage. Fire damage can 'Ignite', which deals further fire damage over time. Cold damage can 'Chill', slowing you down, or 'Freeze', causing you to stop moving entirely. Lightning damage can 'Shock', causing you to take a lot of extra damage from any source. Some enemies can also 'Poison' you or inflict 'Bleeding', both of which deal damage over time. If you move while you're bleeding, the bleeding will deal extra damage.

Each ailment typically comes from a specific type of damage, though some unique items can change this.

Dealing with Ailments:

Items, passive skills, support and skill gems, curses, and other things can each influence how likely it is that you'll suffer or inflict any of these ailments, as well as how effective these ailments are.

Unique items and passive skills can prevent you from suffering from specific ailments, or grant something beneficial when you're suffering from one.

Flasks are capable of removing each ailment if they have the right mods. Figuring out which ailments might be dangerous to you and getting flasks that will remove them can make a big difference to your journey.

Community Wiki

Edit

Ailment

An ailment is a detrimental effect associated with one or more damage types.

Ignite, chill, freeze, shock, scorch, brittle, and sap are collectively referred to as elemental ailments.

Chill, freeze, shock, scorch, brittle, and sap are collectively referred to as non-damaging ailments.

Bleeding, poison, and ignite are damaging ailments.

Ailment Thresholds Changes 3.15

Now that player damage has been reduced, we've reviewed our Ailment Threshold calculations to compensate for the lower damage of fully-supported skills. It's now much easier to apply stronger non-damaging ailments on enemies with less damage, especially on skills less heavily-supported.

We've also lowered the Ailment Threshold of particularly tough endgame encounters so that Chill or Shock investment is worthwhile on these encounters. Their threshold is now only slightly higher than regular map bosses.

As a much requested quality of life change, players can now see the effect of non-damaging Elemental Ailments on enemies and themselves, so you can finally determine how powerful your Shocks are on enemies and thus know what benefit they are giving you. This also applies to ailments applied to you, and the buff granted to you by the Cruelty support.

1. Ailment Guides

Monsters throughout Wraeclast won’t just hurt you — they can also inflict ailments. Fortunately, you can too.

Ailments usually come from a specific kind of damage. Fire damage can ‘Ignite’, which deals further fire damage over time. Cold damage can ‘Chill’, slowing you down, or ‘Freeze’, causing you to stop moving entirely. Lightning damage can ‘Shock’, causing you to take a lot of extra damage from any source. Some enemies can also ‘Poison’ you or inflict ‘Bleeding’, both of which deal damage over time. If you move while you’re bleeding, the bleeding will deal extra damage.

What are the ailment thresholds formulas for Brittle, Scorch and Sap? How do I know the magnitude of the ailment applied?

  • Scorch is the same as shock and chill; the magnitude is given by the formula: 1/2 * (Damage % of ailment threshold)^0.4
  • Brittle is the same as above, but the multiplier fraction at the start is 1/4 instead of 1/2.
  • Sap is the same but with 1/3.

Do elemental ailments work if you one hit a mob? I tried out Cremator Cluster Node and realized many enemies didn't get destroyed even though I only had fire damage and high critical chance.

The Ignite is effectively simultaneous with the death - it will die and be ignited, but to be destroyed by Cremator it would need to be ignited before the hit that killed it.

2. List of Ailments

Ailment Associated with Effect
Bleeding Physical Bleed can only be inflicted by Physical damage from Attacks. Bleeding enemies take 70% of the physical damage of the hit that inflicted Bleed as physical damage over time. Moving enemies take an additional 140% damage. The base duration is 5 seconds.
Poison Physical and Chaos Poison causes the affected target to take 30% of the combined Physical and chaos damage of the hit that applied Poison as chaos damage over time. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds.
Ignite Fire Ignite causes the affected target to burn] for 125% of the fire damage of the hit that applied Ignite as fire damage over time. The base duration is 4 seconds.
Chill Cold Cold damage always inflicts chill. Chill slows all actions of the affected target up to 30%, based on the cold damage of the hit. The base duration is 2 seconds.
Freeze Cold Freeze prevents the affected target from taking actions, based on the cold damage of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds.
Shock Lightning Shock causes the affected target to take up to 50% increased damage from all sources, based on the lightning damage of the hit. The base duration is 2 seconds.
Scorch Fire Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the fire damage of the hit. The base duration is 4 seconds.
Brittle Cold Brittle causes hits against enemies to have up to +15% Base Critical Strike Chance against them, based on the cold damage of the hit. The base duration is 4 seconds.
Sap Lightning Sapped enemies deal up to 20% less Damage, based on the lightning damage of the hit. The base duration is 4 Seconds.

Mechanics

Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.

There is no limit on the number of different ailments a target can have at any given time.

Application by damage

Ailments can be applied by hits of damage.

Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.

The damage type associations for ailments may be changed by certain effects. As an example, The Three Dragons changes which damage types have the potential to inflict elemental ailments.

A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill. Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from passive skills and equipment.

Targets may also have immunity or a chance to avoid certain ailments.

To summarize, an ailment is applied to the target if:

  • The hit of damage consists of damage types that have the potential to inflict the ailment
  • The chance to inflict the ailment is successful
  • The target fails to avoid the ailment
  • The target is not immune to the ailment
  • Any other conditions are met

Application by other means

Ailments can be applied in ways other than direct hits of damage.

Damage with ailments

Ignite, bleed and poison are damaging ailments. A damaging ailment deals damage over time based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.

Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, burning damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.

The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. The Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.


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