Skill Gem /38
Skill Gem Quality /32
Item | Type | Stats | Weight |
---|---|---|---|
Fireball | Divergent | (-40–0)% more Damage with Ignite (0–60)% increased Effect of non-Damaging Ailments on Enemies | 40 |
Elemental Hit | Divergent | (0–20)% increased Effect of non-Damaging Ailments on Enemies | 100 |
Dual Strike | Divergent | (0–100)% increased Damage with Hits and Ailments against Enemies that are on Full Life | 100 |
Frenzy | Phantasmal | (0–5)% increased Damage with Ailments per Frenzy Charge | 50 |
Glacial Hammer | Superior | (0–40)% increased Duration of Cold Ailments | 50 |
Vaal Glacial Hammer | Superior | (0–40)% increased Duration of Cold Ailments | 50 |
Elemental Weakness | Divergent | (0–10)% increased Duration of Elemental Ailments on Cursed enemies | 100 |
Power Siphon | Divergent | +(0–20)% to Damage over Time Multiplier for Ailments from Critical Strikes | 20 |
Grace | Anomalous | You and nearby Allies have (0–2)% chance to avoid Elemental Ailments | 20 |
Vaal Arc | Superior | (0–30)% increased Duration of Lightning Ailments | 50 |
Lightning Trap | Superior | (0–20)% increased Lightning Damage (0–10)% increased Effect of Lightning Ailments | 50 |
Barrage | Phantasmal | Inflict non-Damaging Ailments as though dealing (0–100)% more Damage | 20 |
Lightning Tendrils | Phantasmal | Deals (0–30)% less Damage Stronger Pulses deal (0–150)% more Damage with Hits and Ailments | 50 |
Old Lightning Tendrils | Phantasmal | Deals (0–30)% less Damage Stronger Pulses deal (0–150)% more Damage with Hits and Ailments | 50 |
Ice Crash | Divergent | (0–60)% increased Damage with Ailments | 100 |
Frost Blades | Divergent | (0–20)% increased Duration of Cold Ailments | 100 |
Ancestral Warchief | Phantasmal | (0–40)% increased Damage with Ailments | 100 |
Siphoning Trap | Superior | (0–20)% increased Effect of Cold Ailments | 50 |
Cold Snap | Divergent | (0–40)% increased Damage with Hits and Ailments | 100 |
Incinerate | Divergent | (0–4)% more Damage with Hits and Ailments for each stage Final wave deals (-200–0)% more Damage with Hits Final wave deals (-200–0)% more Damage with Ignite | 20 |
Malevolence | Divergent | You and nearby Allies deal (0–5)% increased Damage with Ailments | 100 |
Bladestorm | Divergent | Blood Bladestorm deals (0–40)% increased Damage with Ailments | 100 |
Frostblink | Superior | (0–20)% increased Effect of Cold Ailments | 50 |
Cobra Lash | Divergent | Projectiles deal (0–15)% increased Damage with Hits and Ailments for each remaining Chain | 100 |
Stormblast Mine | Superior | (0–10)% chance to Shock enemies (0–10)% increased Effect of Lightning Ailments | 50 |
Summon Skitterbots | Divergent | Minions have (0–10)% increased Effect of non-Damaging Ailments on Enemies | 10 |
Venom Gyre | Anomalous | Returning Projectiles deal (-20–0)% less Damage with Hits and Ailments | 100 |
Stormbind | Phantasmal | (0–20)% more Damage Runes deal (-60–0)% more Damage with Hits and Ailments for each time they have been Improved | 100 |
Frost Shield | Superior | (0–20)% increased Effect of Cold Ailments | 50 |
Hexblast | Divergent | (0–40)% increased Damage with Ailments (0–20)% increased Effect of non-Damaging Ailments on Enemies | 100 |
Manabond | Anomalous | (0–20)% increased Effect of Lightning Ailments | 50 |
Explosive Concoction | Anomalous | (0–20)% increased Duration of Elemental Ailments on Enemies | 50 |
Support Gem /19
Support Gem Quality /22
Item | Type | Stats | Weight |
---|---|---|---|
Increased Critical Damage Support | Divergent | Supported Skills have +(0–15)% Damage over Time Multiplier for Ailments from Critical Strikes | 100 |
Minion Damage Support | Divergent | Minions from Supported Skills deal (0–40)% increased Damage with Ailments | 20 |
Increased Duration Support | Divergent | (0–20)% increased Duration of Ailments inflicted with Supported Skills | 50 |
Elemental Proliferation Support | Superior | (0–10)% increased Duration of Elemental Ailments on Enemies | 50 |
Elemental Proliferation Support | Divergent | Supported Skills deal (0–20)% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy | 20 |
Damage on Full Life Support | Divergent | Supported Skills deal (0–40)% increased Damage with Hits and Ailments against Enemies that are on Full Life | 100 |
Cold Penetration Support | Divergent | Supported Skills have (0–20)% increased Effect of Cold Ailments | 100 |
Lightning Penetration Support | Divergent | Supported Skills have (0–20)% increased Effect of Lightning Ailments | 100 |
Burning Damage Support | Divergent | Supported Skills have (0–40)% increased Effect of non-Damaging Ailments on Enemies | 100 |
Hextouch Support | Anomalous | Supported Skills deal (0–20)% increased Damage with Hits and Ailments per Curse on Enemy | 100 |
Less Duration Support | Anomalous | (0–10)% increased Duration of Ailments inflicted with Supported Skills | 100 |
Critical Strike Affliction Support | Superior | Supported Skills have +(0–10)% Damage over Time Multiplier for Ailments from Critical Strikes | 50 |
Swift Affliction Support | Divergent | You and Enemies have (0–20)% increased Movement Speed while inflicted with an Ailment from Supported Skills | 10 |
Deadly Ailments Support | Anomalous | (0–20)% increased Duration of Ailments inflicted with Supported Skills | 100 |
Unbound Ailments Support | Superior | (0–10)% increased Duration of Ailments inflicted with Supported Skills | 50 |
Unbound Ailments Support | Anomalous | Supported Skills deal (0–20)% increased Damage with Ailments | 100 |
Unbound Ailments Support | Divergent | Supported Skills deal (0–30)% increased Damage while you are affected by an Ailment | 100 |
Meat Shield Support | Anomalous | Minions from Supported Skills deal (0–5)% more Damage with Hits and Ailments to Enemies that are Near you | 100 |
Awakened Unbound Ailments Support | Superior | (0–10)% increased Duration of Ailments inflicted with Supported Skills | 50 |
Elemental Penetration Support | Anomalous | Supported Skills have (0–10)% increased Effect of non-Damaging Ailments on Enemies | 100 |
Sadism Support | Divergent | (0–30)% reduced Duration of Ailments inflicted with Supported Skills Supported Skills have +(0–15)% to Damage over Time Multiplier | 50 |
Volatility Support | Anomalous | Supported Skills have (0–10)% increased Effect of non-Damaging Ailments on Enemies | 50 |
Item mods /120
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
40 | Corrupted | (25–30)% increased Effect of Cold Ailments elemental cold ailment | helmet 1000 default 0 | |
40 | Corrupted | Projectiles deal (20–25)% increased Damage with Hits and Ailments for each time they have Chained damage | quiver 1000 default 0 | |
40 | Corrupted | Projectiles deal (8–10)% increased Damage with Hits and Ailments for each Enemy Pierced damage | quiver 1000 default 0 | |
of Stoicism | 23 | Suffix | (16–20)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 1000 default 0 |
of Resolve | 41 | Suffix | (21–25)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 1000 default 0 |
of Fortitude | 57 | Suffix | (26–30)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 1000 default 0 |
of Will | 73 | Suffix | (31–35)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 1000 default 0 |
of Shaping | 81 | Suffix | (31–35)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | boots_shaper 1600 default 0 |
of Shaping | 68 | Suffix | Socketed Gems are Supported by Level 16 Hypothermia (8–12)% increased Effect of Cold Ailments elemental cold ailment gem | helmet_shaper 800 default 0 |
of Shaping | 75 | Suffix | Socketed Gems are Supported by Level 18 Hypothermia (13–16)% increased Effect of Cold Ailments elemental cold ailment gem | helmet_shaper 800 default 0 |
of Shaping | 80 | Suffix | Socketed Gems are Supported by Level 20 Hypothermia (17–20)% increased Effect of Cold Ailments elemental cold ailment gem | helmet_shaper 800 default 0 |
of Shaping | 68 | Suffix | Socketed Gems are Supported by Level 16 Innervate (8–12)% increased Effect of Lightning Ailments elemental lightning ailment gem | helmet_shaper 800 default 0 |
of Shaping | 75 | Suffix | Socketed Gems are Supported by Level 18 Innervate (13–16)% increased Effect of Lightning Ailments elemental lightning ailment gem | helmet_shaper 800 default 0 |
of Shaping | 80 | Suffix | Socketed 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 Elder | 68 | Suffix | Socketed 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 Elder | 75 | Suffix | Socketed 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 Shaping | 68 | Suffix | Projectiles deal (20–30)% increased Damage with Hits and Ailments for each Enemy Pierced damage | bow_shaper 1000 default 0 |
of Redemption | 68 | Suffix | (30–34)% increased Effect of Non-Damaging Ailments ailment | boots_eyrie 500 default 0 |
of Redemption | 73 | Suffix | (35–40)% increased Effect of Non-Damaging Ailments ailment | boots_eyrie 500 default 0 |
Hunter's | 68 | Prefix | (10–12)% increased Duration of Ailments on Enemies ailment | gloves_basilisk 500 default 0 |
Hunter's | 80 | Prefix | (13–15)% increased Duration of Ailments on Enemies ailment | gloves_basilisk 500 default 0 |
of Redemption | 68 | Suffix | (6–8)% chance to Shock (8–12)% increased Effect of Lightning Ailments elemental lightning ailment | helmet_eyrie 500 default 0 |
of Redemption | 75 | Suffix | (6–8)% chance to Shock (13–15)% increased Effect of Lightning Ailments elemental lightning ailment | helmet_eyrie 500 default 0 |
of Redemption | 68 | Suffix | (15–20)% increased Effect of Non-Damaging Ailments ailment | shield_eyrie 500 quiver_eyrie 500 ring_eyrie 500 amulet_eyrie 500 default 0 |
of Redemption | 75 | Suffix | (21–25)% increased Effect of Non-Damaging Ailments ailment | shield_eyrie 500 quiver_eyrie 500 ring_eyrie 500 amulet_eyrie 500 default 0 |
of the Crusade | 68 | Suffix | Projectiles deal (15–20)% increased Damage with Hits and Ailments for each Enemy Pierced damage | bow_crusader 500 default 0 |
of the Crusade | 70 | Suffix | Projectiles deal (21–25)% increased Damage with Hits and Ailments for each Enemy Pierced damage | bow_crusader 500 default 0 |
of the Crusade | 73 | Suffix | Projectiles deal (26–30)% increased Damage with Hits and Ailments for each Enemy Pierced damage | bow_crusader 500 default 0 |
45 | ScourgeUpside | (17–19)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 500 default 0 | |
68 | ScourgeUpside | (20–22)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 500 default 0 | |
68 | ScourgeUpside | (23–25)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | shield 500 default 0 | |
45 | ScourgeUpside | (17–19)% reduced Elemental Ailment Duration on you elemental ailment | boots 500 default 0 | |
68 | ScourgeUpside | (20–22)% reduced Elemental Ailment Duration on you elemental ailment | boots 500 default 0 | |
68 | ScourgeUpside | (23–25)% reduced Elemental Ailment Duration on you elemental ailment | boots 500 default 0 | |
45 | ScourgeUpside | (7–8)% increased Duration of Ailments on Enemies ailment | gloves 500 default 0 | |
68 | ScourgeUpside | (9–10)% increased Duration of Ailments on Enemies ailment | gloves 500 default 0 | |
68 | ScourgeUpside | (11–12)% increased Duration of Ailments on Enemies ailment | gloves 500 default 0 | |
45 | ScourgeUpside | (10–12)% increased Effect of Non-Damaging Ailments ailment | boots 500 default 0 | |
68 | ScourgeUpside | (13–15)% increased Effect of Non-Damaging Ailments ailment | boots 500 default 0 | |
68 | ScourgeUpside | (16–18)% increased Effect of Non-Damaging Ailments ailment | boots 500 default 0 | |
45 | ScourgeDownside | (21–25)% reduced Duration of Ailments on Enemies ailment | gloves 250 default 0 | |
68 | ScourgeDownside | (26–30)% reduced Duration of Ailments on Enemies ailment | gloves 250 default 0 | |
45 | ScourgeDownside | (17–19)% increased Elemental Ailment Duration on you elemental ailment | boots 250 default 0 | |
68 | ScourgeDownside | (20–22)% increased Elemental Ailment Duration on you elemental ailment | boots 250 default 0 | |
45 | ScourgeDownside | Cannot inflict Elemental Ailments | sceptre 500 wand 500 staff 500 default 0 | |
45 | ScourgeDownside | (30–40)% reduced Effect of Non-Damaging Ailments ailment | boots 500 default 0 | |
68 | ScourgeDownside | (50–60)% reduced Effect of Non-Damaging Ailments ailment | boots 500 default 0 | |
75 | BlueImplicit | (13–14)% increased Duration of Ailments on Enemies ailment | no_tier_6_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (15–16)% increased Duration of Ailments on Enemies ailment | no_tier_5_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (17–18)% increased Duration of Ailments on Enemies ailment | no_tier_4_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (19–20)% increased Duration of Ailments on Enemies ailment | no_tier_3_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (21–22)% increased Duration of Ailments on Enemies ailment | no_tier_2_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (23–24)% increased Duration of Ailments on Enemies ailment | no_tier_1_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (21–22)% increased Duration of Ailments on Enemies ailment | no_tier_5_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (23–24)% increased Duration of Ailments on Enemies ailment | no_tier_4_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (25–26)% increased Duration of Ailments on Enemies ailment | no_tier_3_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (27–28)% increased Duration of Ailments on Enemies ailment | no_tier_2_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (29–30)% increased Duration of Ailments on Enemies ailment | no_tier_1_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (29–30)% increased Duration of Ailments on Enemies ailment | no_tier_4_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (31–32)% increased Duration of Ailments on Enemies ailment | no_tier_3_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (33–34)% increased Duration of Ailments on Enemies ailment | no_tier_2_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (35–36)% increased Duration of Ailments on Enemies ailment | no_tier_1_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | (14–16)% increased Effect of Non-Damaging Ailments ailment | no_tier_6_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (17–19)% increased Effect of Non-Damaging Ailments ailment | no_tier_5_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (20–22)% increased Effect of Non-Damaging Ailments ailment | no_tier_4_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (23–25)% increased Effect of Non-Damaging Ailments ailment | no_tier_3_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (26–27)% increased Effect of Non-Damaging Ailments ailment | no_tier_2_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | (28–29)% increased Effect of Non-Damaging Ailments ailment | no_tier_1_eldritch_implicit 0 helmet 700 amulet 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (23–25)% increased Effect of Non-Damaging Ailments ailment | no_tier_5_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (26–28)% increased Effect of Non-Damaging Ailments ailment | no_tier_4_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (29–31)% increased Effect of Non-Damaging Ailments ailment | no_tier_3_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (32–33)% increased Effect of Non-Damaging Ailments ailment | no_tier_2_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (34–35)% increased Effect of Non-Damaging Ailments ailment | no_tier_1_eldritch_implicit 0 helmet 350 amulet 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (32–34)% increased Effect of Non-Damaging Ailments ailment | no_tier_4_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (35–37)% increased Effect of Non-Damaging Ailments ailment | no_tier_3_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (38–39)% increased Effect of Non-Damaging Ailments ailment | no_tier_2_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (40–41)% increased Effect of Non-Damaging Ailments ailment | no_tier_1_eldritch_implicit 0 helmet 140 amulet 140 default 0 | |
75 | BlueImplicit | (15–17)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | no_tier_6_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | (18–20)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | no_tier_5_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | (21–23)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | no_tier_4_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | (24–26)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | no_tier_3_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | (27–29)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | no_tier_2_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | (30–32)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | no_tier_1_eldritch_implicit 0 boots 500 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (27–29)% chance to Avoid Elemental Ailments elemental ailment | no_tier_5_eldritch_implicit 0 boots 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (30–32)% chance to Avoid Elemental Ailments elemental ailment | no_tier_4_eldritch_implicit 0 boots 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (33–35)% chance to Avoid Elemental Ailments elemental ailment | no_tier_3_eldritch_implicit 0 boots 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (36–38)% chance to Avoid Elemental Ailments elemental ailment | no_tier_2_eldritch_implicit 0 boots 250 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (39–41)% chance to Avoid Elemental Ailments elemental ailment | no_tier_1_eldritch_implicit 0 boots 250 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (39–41)% chance to Avoid Elemental Ailments elemental ailment | no_tier_4_eldritch_implicit 0 boots 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (42–44)% chance to Avoid Elemental Ailments elemental ailment | no_tier_3_eldritch_implicit 0 boots 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (45–47)% chance to Avoid Elemental Ailments elemental ailment | no_tier_2_eldritch_implicit 0 boots 100 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (48–50)% chance to Avoid Elemental Ailments elemental ailment | no_tier_1_eldritch_implicit 0 boots 100 default 0 | |
36 | WeaponTree | Adds 3 to 6 Fire Damage Adds 3 to 6 Cold Damage Adds 1 to 0 Lightning Damage 15% increased Effect of Non-Damaging Ailments | one_hand_weapon 125 default 0 | |
60 | WeaponTree | Adds 4 to 9 Fire Damage Adds 4 to 9 Cold Damage Adds 1 to 0 Lightning Damage 15% increased Effect of Non-Damaging Ailments | one_hand_weapon 63 default 0 | |
85 | WeaponTree | Adds 11 to 15 Fire Damage Adds 11 to 15 Cold Damage Adds 3 to 0 Lightning Damage 15% increased Effect of Non-Damaging Ailments | one_hand_weapon 31 default 0 | |
36 | WeaponTree | Adds 7 to 10 Fire Damage Adds 7 to 10 Cold Damage Adds 3 to 0 Lightning Damage 25% increased Effect of Non-Damaging Ailments | two_hand_weapon 125 default 0 | |
60 | WeaponTree | Adds 9 to 17 Fire Damage Adds 9 to 17 Cold Damage Adds 3 to 0 Lightning Damage 25% increased Effect of Non-Damaging Ailments | two_hand_weapon 63 default 0 | |
85 | WeaponTree | Adds 20 to 29 Fire Damage Adds 20 to 29 Cold Damage Adds 4 to 0 Lightning Damage 25% increased Effect of Non-Damaging Ailments | two_hand_weapon 31 default 0 | |
5 | WeaponTree | 7% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 125 default 0 | |
23 | WeaponTree | 10% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 125 default 0 | |
51 | WeaponTree | 13% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 125 default 0 | |
69 | WeaponTree | 17% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 63 default 0 | |
80 | WeaponTree | 20% increased Damage over Time 15% reduced Duration of Ailments on You | one_hand_weapon 31 default 0 | |
5 | WeaponTree | 11% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 125 default 0 | |
23 | WeaponTree | 16% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 125 default 0 | |
51 | WeaponTree | 21% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 125 default 0 | |
69 | WeaponTree | 26% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 63 default 0 | |
80 | WeaponTree | 32% increased Damage over Time 25% reduced Duration of Ailments on You | two_hand_weapon 31 default 0 | |
20 | WeaponTree | +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 | |
55 | WeaponTree | +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 | |
83 | WeaponTree | +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 | |
40 | WeaponTree | 100% chance to Avoid Elemental Ailments while on Consecrated Ground 50% reduced Effect of Consecrated Ground you create | shield 250 default 0 | |
1 | WeaponTree | 50% chance to avoid Ailments from Critical Strikes | shield 400 default 0 | |
70 | WeaponTree | 75% chance to avoid Ailments from Critical Strikes | shield 400 default 0 | |
1 | WeaponTree | Flameblast starts with 2 additional Stages +0.2 seconds to Flameblast and Incinerate Cooldown Flameblast and Incinerate cannot inflict Elemental Ailments 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 | |
1 | WeaponTree | Flameblast starts with 4 additional Stages +0.4 seconds to Flameblast and Incinerate Cooldown Flameblast and Incinerate cannot inflict Elemental Ailments 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 | |
1 | WeaponTree | Summoned 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 | |
1 | WeaponTree | Summoned 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 | |
1 | WeaponTree | Socketed Gems are Supported by Level 30 Unbound Ailments | crucible_unique_staff 1000 default 0 | |
1 | WeaponTree | Socketed Gems are Supported by Level 30 Deadly Ailments | crucible_unique_staff 1000 default 0 |
Enchantment Modifier /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Flame Surge Vs Burning Enemies 1 | 66 | Enchantment | 40% increased Flame Surge Damage with Hits and Ailments against Burning Enemies damage caster | helmet 100 default 0 |
Enchantment Flame Surge Vs Burning Enemies 2 | 75 | Enchantment | 60% increased Flame Surge Damage with Hits and Ailments against Burning Enemies damage caster | helmet 100 default 0 |
Enchantment Lightning Trap Shock Effect 1 | 66 | Enchantment | 25% increased Lightning Trap Lightning Ailment Effect damage elemental lightning caster ailment | helmet 100 default 0 |
Enchantment Lightning Trap Shock Effect 2 | 75 | Enchantment | 40% increased Lightning Trap Lightning Ailment Effect damage elemental lightning caster ailment | helmet 100 default 0 |
83 | Enchantment | 20% chance to Avoid Elemental Ailments while you have Elusive elemental fire cold lightning ailment | belt 1 default 0 | |
83 | Enchantment | Elemental Ailments inflicted on Enemies Exposed by you have 20% increased Duration elemental fire cold lightning ailment | belt 1 default 0 |
Monsters mods /24
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Blessing of Elements | 25 | Nemesis | Gain 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 |
Frostwoven | 1 | Unique | 50% 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 |
Freezing | 68 | Unique | 25% 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 Trickery | 68 | Unique | +100% chance to Suppress Spell Damage Prevent +10% of Suppressed Spell Damage Non-Damaging Ailments Reflection moment of respite damage taken over time +% final [-50] monster slain experience +% [20000] | 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 |
Flamewoven | 1 | Unique | 50% 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 |
Stormwoven | 1 | Unique | 50% 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 |
Shocking | 13 | Unique | Hits 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-striding | 13 | Unique | 30% 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 |
Imprisoning | 18 | Unique | 30% increased Cold Damage +40% to Cold Resistance Gain 25% of Physical Damage as Extra Cold Damage 50% of Physical Damage Converted to Cold Damage 0% additional Physical Damage Reduction cold ailment effect on self +% [-50] | no_common_monster_mods 0 magic 0 default 800 |
of Flame-striding | 13 | Unique | 30% 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-striding | 13 | Unique | 30% 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 Siphoning | 34 | Unique | 30% 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 Storms | 24 | Unique | 30% 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 |
Freezing | 68 | Unique | 20% chance to Freeze All Damage can Freeze cold ailment effect on self +% [1] | no_common_monster_mods 0 rare 0 default 2500 |
Shocking | 13 | Unique | Hits 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-striding | 13 | Unique | 30% 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-striding | 13 | Unique | 30% 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-striding | 13 | Unique | 30% 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 Touch | 1 | Torment | Gain 25% of Physical Damage as Extra Damage of a random Element always cause elemental status ailment [1] damage physical elemental | default 1000 |
1 | Unique | Enemies Taunted by you deal 30% less Damage with Hits and Ailments against other targets | ||
1 | Unique | ailment threshold +% [-30] ailment | ||
1 | Unique | base ailment threshold [35000] | ||
Mirrored | 46 | Prefix | Non-Damaging Ailments Reflection | default 500 |
1 | Unique | Non-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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | (5–7)% increased Effect of Non-Damaging Ailments ailment | default 1000 | |
of Chilling | 30 | Suffix | (10–15)% increased Effect of Cold Ailments elemental cold ailment | abyss_jewel_summoner 0 default 500 |
of Shocking | 30 | Suffix | (10–15)% increased Effect of Lightning Ailments elemental lightning ailment | abyss_jewel_summoner 0 default 500 |
of Banishing | 1 | Suffix | (30–40)% increased Damage with Hits and Ailments against Abyssal Monsters damage | abyss_jewel_summoner 0 default 500 |
of Marshalling | 1 | Suffix | Minions deal (30–40)% increased Damage with Hits and Ailments against Abyssal Monsters damage minion | abyss_jewel_summoner 500 default 0 |
of Escape | 84 | Suffix | (8–10)% chance to Avoid Elemental Ailments while you have Elusive elemental fire cold lightning ailment | abyss_jewel_melee 100 abyss_jewel_ranged 500 abyss_jewel_caster 100 abyss_jewel_summoner 100 default 0 |
Cluster Jewel mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Tumult | 1 | Suffix | Added Small Passive Skills also grant: 3% increased Duration of Elemental Ailments on Enemies elemental fire cold lightning ailment | affliction_effect_of_non-damaging_ailments 350 default 0 |
of Turbulence | 68 | Suffix | Added Small Passive Skills also grant: 4% increased Duration of Elemental Ailments on Enemies elemental fire cold lightning ailment | affliction_effect_of_non-damaging_ailments 350 default 0 |
of Disturbance | 84 | Suffix | Added Small Passive Skills also grant: 5% increased Duration of Elemental Ailments on Enemies elemental fire cold lightning ailment | affliction_effect_of_non-damaging_ailments 250 default 0 |
Fossil mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | (30–40)% increased Damage with Ailments damage ailment | abyss_jewel 0 jewel 0 quiver 1600 ring 1600 amulet 1600 belt 1600 default 0 |
of the Underground | 1 | Suffix | (15–20)% increased Damage with Ailments damage ailment | jewel 1000 abyss_jewel 1000 default 0 |
of the Underground | 1 | Suffix | (20–30)% reduced Elemental Ailment Duration on you elemental ailment | abyss_jewel 0 jewel 0 shield 2000 body_armour 2000 helmet 2000 gloves 2000 boots 2000 default 0 |
Map mods /11
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Insulating | 69 | Prefix | Monsters 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 | secret_area 800 default 0 |
of Insulation | 1 | Suffix | Monsters 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 | low_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
of Insulation | 1 | Suffix | Monsters 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 | mid_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
of Insulation | 1 | Suffix | Monsters 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 | top_tier_map 800 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
of Insulation | 1 | Suffix | Monsters 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 | top_tier_map 0 maven_map 800 primordial_map 800 default 0 |
Empowered | 1 | Prefix | Monsters have a 15% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | mid_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
Empowered | 1 | Prefix | Monsters have a 10% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Empowered | 73 | Prefix | Monsters have a 15% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Empowered | 1 | Prefix | Monsters have a 20% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | top_tier_map 800 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
Empowered | 1 | Prefix | Monsters have a 20% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area elemental fire cold lightning ailment | top_tier_map 0 maven_map 800 primordial_map 800 default 0 |
Empowered | 78 | Prefix | Monsters have a 20% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | top_tier_map 0 expedition_logbook 800 default 0 |
Delve Area mods /6
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | DelveArea | Monsters 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 | |
52 | DelveArea | Monsters 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 | |
173 | DelveArea | Monsters 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 | |
1 | DelveArea | Monsters have a (10–15)% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | default 1000 | |
52 | DelveArea | Monsters have a (16–25)% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | default 1000 | |
173 | DelveArea | Monsters have a (26–35)% chance to cause Elemental Ailments on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | default 1000 |
Heist Area mods /5
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Empowered | 73 | Prefix | Monsters have a 15% chance to cause Elemental Ailments on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [0] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] ailment | default 800 |
Empowered | 78 | Prefix | Monsters have a 20% chance to cause Elemental Ailments on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [0] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] ailment | default 800 |
of Insulation | 46 | Suffix | Monsters 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 Insulation | 73 | Suffix | Monsters 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 Insulation | 78 | Suffix | Monsters 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
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 1 | Prefix | (20–25)% chance to Avoid being Stunned (20–25)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | body_armour 0 default 0 |
of the Order | 60 | Suffix | (33–40)% increased Effect of Non-Damaging Ailments ailment | boots 1500 amulet 1500 default 0 |
of the Order | 60 | Suffix | (36–40)% increased Duration of Ailments you inflict while Focused grant focus skill [1] ailment | helmet 1000 default 0 |
of the Order | 60 | Suffix | Focus has (5–8)% increased Cooldown Recovery Rate You are Immune to Ailments while Focused grant focus skill [1] ailment | boots 2000 default 0 |
Chosen | 60 | Prefix | (30–35)% chance to Avoid being Stunned (30–35)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | body_armour 2000 default 0 |
Crafting Bench /9
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
(16–20)% chance to Avoid Elemental Ailments | 1x ![]() | Boots · Shield | The Ascent |
(21–25)% chance to Avoid Elemental Ailments | 2x ![]() | Boots · Shield | Orchard Map |
(16–22)% increased Effect of Non-Damaging Ailments | 2x ![]() | Boots · Amulet | Betrayal Unveil |
(23–30)% increased Effect of Non-Damaging Ailments | 2x ![]() | Boots · Amulet | Betrayal Unveil |
(16–20)% increased Duration of Ailments you inflict while Focused grant focus skill [1] | 4x ![]() | Helmet | Betrayal Unveil |
(21–25)% increased Duration of Ailments you inflict while Focused grant focus skill [1] | 4x ![]() | Helmet | Betrayal Unveil |
(26–30)% increased Duration of Ailments you inflict while Focused grant focus skill [1] | 4x ![]() | Helmet | Betrayal Unveil |
You are Immune to Ailments while Focused grant focus skill [1] | 3x ![]() | Boots | Betrayal Unveil |
(20–25)% chance to Avoid being Stunned (20–25)% chance to Avoid Elemental Ailments | 6x ![]() | Body Armour | Betrayal Unveil |
Misc mods /12
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Jewel | Corrupted | (5–7)% increased Effect of Non-Damaging Ailments ailment | jewel 1000 default 0 | |
1 | Jewel | Unique | 10% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | ||
Decrepifying | 1 | Jewel | Prefix | Damaging Ailments deal damage (4–6)% faster ailment | default 250 |
1 | Jewel | Unique | Gain 3 Life per Elemental Ailment on Enemies Hit with Attacks resource life attack | ||
1 | Jewel | Unique | Gain 3 Life per Elemental Ailment on Enemies Hit with Spells resource life caster | ||
1 | Jewel | Unique | 12% chance to Avoid Elemental Ailments per Grand Spectrum number of stackable unique jewels [1] elemental | ||
1 | Jewel | Unique | Modifiers to Ignite Duration on you apply to all Elemental Ailments | ||
1 | Jewel | Unique | Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments | ||
1 | PrimordialAltar | Unique | Non-Damaging Ailments you inflict are reflected back to you | primordial_altar_upside 0 tangle_altar 1000 default 0 | |
of Prolonged Suffering | 75 | SanctumSpecial | Suffix | (20–30)% increased Duration of Ailments on Enemies ailment | dex_special_relic 600 default 150 |
of Punishment | 75 | SanctumSpecial | Suffix | (20–30)% increased Effect of Non-Damaging Ailments ailment | dex_special_relic 600 default 150 |
of the Untouchable | 75 | SanctumSpecial | Suffix | (20–30)% chance to Avoid Elemental Ailments elemental fire cold lightning ailment | dex_special_relic 600 default 150 |
Essence /4
Item /3
Icon | Name |
---|---|
![]() | ![]() Stack Size: 1 / 20 More Physical Ailment or Chaos Ailment modifiers No Elemental modifiers |
![]() | ![]() 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 /64
Icon | Name |
---|---|
![]() | The Taming Prismatic Ring +(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) |
![]() | Drillneck Penetrating Arrow Quiver 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) |
![]() | Hyrri's Ire Zodiac Leather +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) |
![]() | Atziri's Step Slink Boots +(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) |
![]() | Thunderfist Murder Mitts 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) |
![]() | Gang's Momentum Legion Boots +(50–60)% to Fire Resistance (160–180)% increased Armour and Energy Shield 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) |
![]() | Null and Void Legion Gloves +(20–30) to Strength +(50–70) to maximum Life (20–40)% increased Mana Regeneration Rate (150–180)% increased Armour and Energy Shield Gain Immunity to Physical Damage for 1.5 seconds on Rampage Removes Elemental Ailments 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) |
![]() | Agnerod East Imperial Staff +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) |
![]() | Maloney's Nightfall Vile Arrow Quiver 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) |
![]() | Rashkaldor's Patience Jade Amulet +(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) |
![]() | Doryani's Fist Vaal Gauntlets 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) |
![]() | Slivers of Providence Serrated Arrow Quiver 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) |
![]() | Kongming's Stratagem Ancient Spirit Shield (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% reduced Spell Damage taken from Blinded Enemies (30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies No Chance to Block (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Singularity Platinum Sceptre 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) |
![]() | Three-step Assault Shagreen Boots +(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) |
![]() | Hinekora's Sight Onyx Amulet +(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) |
![]() | Death's Door Crusader Boots +(20–40) to Strength +(10–15)% to all Elemental Resistances 200% increased Armour and Energy Shield +1 to Maximum Endurance Charges 25% increased Movement Speed 50% increased Elemental Ailment Duration on you Bleeding cannot be inflicted on you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | The Perfect Form Zodiac Leather +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) |
![]() | The Green Nightmare Viridian Jewel 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) |
![]() | Stormcharger Plated Greaves +(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) |
![]() | White Wind Imperial Skean 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) |
![]() | Yoke of Suffering Onyx Amulet +(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% 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) |
![]() | Leper's Alms Mirrored Spiked Shield +5% chance to Suppress Spell Damage +(60–80) to maximum Life (500–600)% increased Evasion and Energy Shield 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) |
![]() | Bubonic Trail Murder Boots 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) |
![]() | Oskarm Nubuck Gloves 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) |
![]() | Vulconus Demon Dagger 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 +2000 Armour while you do not have Avatar of Fire 50% of Physical Damage Converted to Fire while you 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) |
![]() | Bloodbond Bone Armour Grants Level 15 Blood Offering Skill (15–25)% increased maximum Life (100–120)% increased Evasion and Energy Shield 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) |
![]() | Augyre Void Sceptre 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) |
![]() | Blasphemer's Grasp Assassin's Mitts +(40–50) to Dexterity +(50–60) to maximum Life (150–200)% increased Evasion and Energy Shield +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) |
![]() | Bubonic Trail Murder Boots 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) |
![]() | Farrul's Bite Harlequin Mask 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) |
![]() | Farrul's Pounce Hydrascale Gauntlets +(50–70) to maximum Life (100–140)% increased Armour and Evasion +(400–500) to Accuracy against Bleeding Enemies 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) |
![]() | Fenumus' Weave Carnal Mitts Grants Level 20 Aspect of the Spider Skill +(40–50) to maximum Life (120–170)% increased Evasion and Energy Shield (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) |
![]() | Hyperboreus Leather Belt +(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) ![]() |
![]() | Sign of the Sin Eater Tyrant's Sekhem 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) |
![]() | Quickening Covenant Viridian Jewel 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 |
![]() | Astral Projector Topaz Ring +(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) |
![]() | Painseeker Shagreen Gloves 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) |
![]() | Willowgift Jade Amulet +(20–30) to Dexterity 10% reduced Strength 15% increased Dexterity (-30–-20)% to Fire Resistance +(30–40)% to Cold Resistance +4% chance to Suppress Spell Damage per Fortification (15–25)% increased Attack and Cast Speed while at maximum Fortification You do not inherently take less Damage for having Fortification (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) |
![]() | Algor Mortis Carnal Mitts +(50–70) to maximum Energy Shield +(15–20)% to Cold and Lightning Resistances Enemies in your Chilling Areas take (25–35)% increased Lightning Damage (20–30)% chance to Sap Enemies in Chilling Areas (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) |
![]() | Assailum Sinner Tricorne 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 +(14–20)% chance to Suppress Spell Damage while Channelling +2 to maximum Snipe Stages (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) |
![]() | Beacon of Madness Two-Toned Boots +(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) |
![]() | Replica Atziri's Acuity Vaal Gauntlets +(60–80) to Intelligence (200–220)% increased Armour (40–60)% increased Global Critical Strike Chance +(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) |
![]() | Replica Bitterdream Shadow Sceptre 22% increased Elemental Damage Socketed Gems are Supported by Level 1 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 |
![]() | Pyroshock Clasp Leather Belt +(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) |
![]() | Mercenary's Lot Slink Gloves +(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 |
![]() | The Fulcrum Ezomyte Staff +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 Damage with Hits is Lucky while you are Shocked Damage Penetrates (8–10)% Elemental Resistances while you are Chilled Elemental Ailments you inflict are Reflected to you Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited |
![]() | Rotblood Promise Unset Ring Has 1 Socket Curse Auras from Socketed Skills also affect you Socketed Gems are Supported by Level 20 Blasphemy 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 |
![]() | Olesya's Delight Cloth Belt (15–25)% increased Stun and Block Recovery +(600–700) to Evasion Rating +(40–60)% to Cold Resistance +1 to Maximum Frenzy Charges Maximum Affliction Charges is equal to Maximum Frenzy Charges (8–12)% increased Movement Speed Modifiers to Minimum Frenzy Charges instead apply to Minimum Affliction 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) |
![]() | Starlight Chalice Iron Flask 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) |
![]() | The Oppressor Elegant Round Shield 120% increased Block Recovery +(26–32)% chance to Suppress Spell Damage -10% to amount of Suppressed Spell Damage Prevented (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) |
![]() | Polaric Devastation Opal Ring (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) |
![]() | Royale Singularity Darkwood Sceptre 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) |
![]() | Royale Augyre Bronze Sceptre 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) |
![]() | Grand Spectrum Viridian Jewel 12% chance to Avoid Elemental Ailments per Grand Spectrum number of stackable unique jewels [1] |
![]() | Elevore Wolf Pelt +(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) |
![]() | Firesong Crimson Jewel +(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) |
![]() | Stormshroud Viridian Jewel +(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) |
![]() | Doedre's Tongue Lapis Amulet +(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) |
![]() | Ancestral Vision Viridian Jewel +(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) |
![]() | Orbala's Stand Eelskin Boots (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) |
![]() | Chain of Endurance Chain Belt +(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) |
![]() | Kahuturoa's Certainty Ancient Greaves (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) |
![]() | Kiloava's Bluster Ironwood Buckler 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) |
Passive /56
Icon | Name |
---|---|
Smashing Strikes Notable 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) | |
Skull Cracking Notable 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) | |
Bone Breaker Notable 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) | |
Hatchet Master Notable 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) | |
Slaughter Notable 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) | |
Static Blows Notable 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) | |
Flaying Notable Dagger Attacks deal 24% increased Damage with Hits and Ailments 18% increased Accuracy Rating with Daggers 12% increased Attack Speed with Daggers (Rune Daggers are considered Daggers) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Claws of the Magpie Notable 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) | |
Wrecking Ball Notable 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) | |
Blade Master Notable 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) | |
Poisonous Fangs Notable +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) | |
Intuition Notable +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) | |
Cleaving Notable 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) | |
Razor's Edge Notable 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) | |
Butchery Notable 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) | |
Destroyer Notable 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) | |
Brutal Blade Notable +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) | |
Crystal Skin Notable +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%) | |
Sleight of Hand Notable Attacks with One Handed Weapons deal 30% increased Damage with Ailments 20% increased Damage with One Handed Weapons 8% increased Attack Speed with One Handed Weapons (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Reflexes Notable +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) | |
Revenge of the Hunted Notable 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) | |
Thick Skin Notable 10% increased maximum Life 8% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Void Barrier Notable 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) | |
Strong Arm Notable 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) | |
Defiled Forces Notable 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) | |
Ash, Frost and Storm Notable 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) | |
Martial Experience Notable 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) | |
Quickstep Notable +10% chance to Suppress Spell Damage 6% increased Movement Speed (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
Ribcage Crusher Notable 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) | |
Breath of Lightning Notable 30% increased Lightning Damage 50% increased Effect of Lightning Ailments (Lightning Ailments are Shocked and Sapped) | |
Breath of Rime Notable 30% increased Cold Damage 50% increased Duration of Cold Ailments (Cold Ailments are Chilled, Frozen and Brittle) | |
Flash Freeze Notable 25% increased Cold Damage 15% chance to Freeze 30% increased Effect of Cold Ailments (Cold Ailments are Chilled, Frozen and Brittle) | |
Elemental Focus Notable 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) | |
Elemental Overload Keystone 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 | |
Dirty Techniques Notable 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) | |
Perfect Agony Keystone 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) | |
Resourcefulness Notable +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) | |
Arcane Sanctuary Notable 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) | |
Inveterate Notable +15% chance to Suppress Spell Damage Prevent +3% of Suppressed Spell Damage (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
Feller of Foes Notable 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) | |
Courage Notable 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) | |
Blacksmith's Clout Notable 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) | |
Spinecruncher Notable 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) | |
Entrench Notable +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) | |
Bladedancer Notable Sword Attacks deal 30% increased Damage with Hits and Ailments +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) | |
Kinetic Impacts Notable 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) | |
Aggressive Bastion Notable +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) | |
Steelwood Stance Notable 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) | |
Deadly Draw Notable 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) | |
Dire Torment Notable +25% to Damage over Time Multiplier for Ailments from Critical Strikes 40% increased Critical Strike Chance | |
Instinct Notable +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) | |
Anointed Flesh Notable +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%) | |
Harvester of Foes Notable 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) | |
Magebane Keystone 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) | |
Solipsism Keystone 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) | |
Lethe Shade Keystone 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) |
Ascendancy Passive /13
Icon | Name |
---|---|
Quartz Infusion Notable +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) | |
Avatar of the Veil Notable 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) | |
Master Alchemist Notable 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) | |
Shaper of Storms Notable 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) | |
Shaper of Winter Notable 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) | |
Bane of Legends Notable 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) | |
Conqueror Notable 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) | |
First to Strike, Last to Fall Notable 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) | |
Illuminated Devotion Notable 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) | |
Time of Need Notable Every 4 seconds, Regenerate 100% of Life over one second Every 4 seconds, remove Curses and Elemental Ailments from you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Harmony of Purpose Notable 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) | |
Ambush and Assassinate Notable 15% more Damage with Hits and Ailments against Enemies that are on Low Life Critical Strikes have Culling Strike +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 (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) | |
Spellbreaker Notable +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
Icon | Name |
---|---|
Aerialist Notable +10% chance to Suppress Spell Damage 5% increased Dexterity (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
Astonishing Affliction Notable 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) | |
Battlefield Dominator Notable 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) | |
Brutal Infamy Notable 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) | |
Calamitous Notable 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) | |
Circling Oblivion Notable 25% increased Damage over Time 15% increased Duration of Ailments on Enemies (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Cold Conduction Notable 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) | |
Darting Movements Notable 3% increased Movement Speed +12% chance to Suppress Spell Damage while moving (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
Deep Chill Notable +5% to Cold Damage over Time Multiplier 30% increased Effect of Cold Ailments (Cold Ailments are Chilled, Frozen and Brittle) | |
Devastator Notable 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) | |
Elegant Form Notable +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) | |
Expansive Might Notable 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) | |
Eye of the Storm Notable +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) | |
Fearsome Warrior Notable 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) | |
Spiteful Presence Notable 20% increased Effect of Cold Ailments Hatred has 50% increased Mana Reservation Efficiency (Cold Ailments are Chilled, Frozen and Brittle) | |
Flexible Sentry Notable 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) | |
Follow-Through Notable Projectiles deal 15% increased Damage with Hits and Ailments for each remaining Chain | |
Haemorrhage Notable +10% to Damage over Time Multiplier for Ailments from Critical Strikes 30% increased Critical Strike Chance | |
Heavy Hitter Notable 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) | |
Hit and Run Notable 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) | |
Hound's Mark Notable 20% increased Effect of your Marks 20% increased Damage with Hits and Ailments against Marked Enemy | |
Inspired Oppression Notable 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) | |
Martial Prowess Notable 20% increased Attack Damage 15% increased Global Accuracy Rating 6% increased Attack Speed 20% increased Damage with Ailments from Attack Skills (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Numbing Elixir Notable 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 | |
Overshock Notable 30% increased Lightning Damage 40% increased Effect of Lightning Ailments (Lightning Ailments are Shocked and Sapped) | |
Electric Presence Notable 20% increased Effect of Lightning Ailments Wrath has 50% increased Mana Reservation Efficiency (Lightning Ailments are Shocked and Sapped) | |
Raze and Pillage Notable 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 | |
Run Through Notable 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) | |
Volatile Presence Notable Anger has 50% increased Mana Reservation Efficiency 20% increased Duration of Fire Ailments (Fire Ailments are Ignited and Scorched) | |
Tempered Arrowheads Notable 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) | |
Untouchable Notable +10% chance to Suppress Spell Damage 30% increased Evasion Rating (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
Wasting Affliction Notable 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) | |
Weight Advantage Notable 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) | |
Wound Aggravation Notable 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
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Passive | Avoid Elemental Ailments![]() | 3% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Vaal | Notable | Jungle Paths![]() | (8–10)% chance to Avoid being Stunned (8–10)% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Templar | Notable | Cloistered![]() | 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) |
Eternal | Notable | Secret Tunnels![]() | 20% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Timeless Jewel Passive Additions /3
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | 3% chance to Avoid Elemental Ailments | vaal_small_attack_dodge |
Maraketh | Notable | 10% increased Duration of Elemental Ailments on Enemies | maraketh_notable_add_ailment_duration |
Maraketh | Notable | 10% increased Effect of Non-Damaging Ailments | maraketh_notable_add_ailment_effect |
Elevated modifier List /15
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of Shaping | 68 | Socketed Gems are Supported by Level 16 Hypothermia (8–12)% increased Effect of Cold Ailments Group: 2717 | Socketed Gems are Supported by Level 18 Hypothermia (13–16)% increased Effect of Cold Ailments |
of Shaping | 75 | Socketed Gems are Supported by Level 18 Hypothermia (13–16)% increased Effect of Cold Ailments Group: 2717 | Socketed Gems are Supported by Level 20 Hypothermia (17–20)% increased Effect of Cold Ailments |
of Shaping | 80 | Socketed Gems are Supported by Level 20 Hypothermia (17–20)% increased Effect of Cold Ailments Group: 2717 | Socketed Gems are Supported by Level 25 Hypothermia (17–20)% increased Effect of Cold Ailments |
of Shaping | 68 | Socketed Gems are Supported by Level 16 Innervate (8–12)% increased Effect of Lightning Ailments Group: 2717 | Socketed Gems are Supported by Level 18 Innervate (13–16)% increased Effect of Lightning Ailments |
of Shaping | 75 | Socketed Gems are Supported by Level 18 Innervate (13–16)% increased Effect of Lightning Ailments Group: 2717 | Socketed Gems are Supported by Level 20 Innervate (17–20)% increased Effect of Lightning Ailments |
of Shaping | 80 | Socketed Gems are Supported by Level 20 Innervate (17–20)% increased Effect of Lightning Ailments Group: 2717 | Socketed Gems are Supported by Level 25 Innervate (17–20)% increased Effect of Lightning Ailments |
of Redemption | 68 | (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 Redemption | 80 | (12–15)% Global chance to Blind Enemies on hit Group: 2643 | (20–30)% increased Damage with Hits and Ailments against Blinded Enemies (12–15)% Global chance to Blind Enemies on hit |
Hunter's | 68 | (10–12)% increased Duration of Ailments on Enemies Group: 2728 | (13–15)% increased Duration of Ailments on Enemies |
Hunter's | 80 | (13–15)% increased Duration of Ailments on Enemies Group: 2728 | (13–15)% increased Duration of Ailments on Enemies (13–15)% increased Effect of Non-Damaging Ailments |
of Shaping | 68 | (14–17)% chance to Avoid Elemental Ailments Group: 1309 | (18–21)% chance to Avoid Elemental Ailments |
of Shaping | 75 | (18–21)% chance to Avoid Elemental Ailments Group: 1309 | (31–35)% chance to Avoid Elemental Ailments |
of Shaping | 81 | (31–35)% chance to Avoid Elemental Ailments Group: 1309 | (36–45)% chance to Avoid Elemental Ailments |
of Redemption | 68 | (30–34)% increased Effect of Non-Damaging Ailments Group: 3000 | (35–40)% increased Effect of Non-Damaging Ailments |
of Redemption | 73 | (35–40)% increased Effect of Non-Damaging Ailments Group: 3000 | (41–60)% increased Effect of Non-Damaging Ailments |
Ailments The Help PanelAilments 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.

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.

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
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. |
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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.
- Elemental proliferation causes elemental ailments to spread to other targets within a radius.
- Certain ground effects apply ailments.
- Slaying a poisoned enemy with Bino's Kitchen Knife equipped spreads poison to other targets within a radius.
- Arctic Armour chills enemies when hit.
- A strongbox with the "Incandescent" prefix ignites the character that activates it.
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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