Item mods /14
NameLevelPre/SufDescriptionWeight
of Shaping68SuffixEnemies Killed with Attack or Spell Hits Explode, dealing 5% of their Life as Fire Damage damage elemental fire2h_mace_shaper 1000
mace_shaper 1000
default 0
Crusader's75PrefixEnemies you Kill have a (11–20)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage damage physicalbody_armour_crusader 100
default 0
Crusader's85PrefixEnemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage damage physicalbody_armour_crusader 25
default 0
of Redemption78SuffixEnemies Killed with Attack or Spell Hits Explode, dealing 5% of their Life as Fire Damage damage elemental firemace_eyrie 500
2h_mace_eyrie 500
default 0
68ScourgeUpsideEnemies you Kill have a 15% chance to Explode, dealing a tenth of their maximum Life as Physical Damage damage physicalbody_armour 10
default 0
4WeaponTree15% reduced Totem Life
Totems Explode on Death, dealing 10% of their Life as Physical Damage
one_hand_weapon 250
default 0
60WeaponTree15% reduced Totem Life
Totems Explode on Death, dealing 15% of their Life as Physical Damage
one_hand_weapon 250
default 0
4WeaponTree25% reduced Totem Life
Totems Explode on Death, dealing 20% of their Life as Physical Damage
two_hand_weapon 250
default 0
60WeaponTree25% reduced Totem Life
Totems Explode on Death, dealing 30% of their Life as Physical Damage
two_hand_weapon 250
default 0
1WeaponTreeTrigger Level 20 Bodyswap when you Explode a Corpse with Detonate Deadcaster_unique_weapon 1000
attack_staff 0
attack_dagger 0
weapon_can_roll_minion_modifiers 0
wand 1000
staff 1000
dagger 500
sceptre 500
shield 500
default 0
1WeaponTreeEnemies you Kill with Puncture or Ensnaring Arrow Hits Explode, dealing 10% of their Life as Physical Damagebow 1000
dagger 500
claw 500
sword 500
shield 500
default 0
1WeaponTreeIf Poisonous Concoction or Explosive Concoction consume Charges from a Sulphur Flask, Enemies Killed by their Hits have 40% chance to Explode, dealing 10% of their Life as Physical Damage
Poisonous Concoction and Explosive Concoction also consume Charges from 1 Sulphur Flask, if possible
crucible_unique_helmet 0
shield 1000
default 0
1WeaponTreeIf Poisonous Concoction or Explosive Concoction consume Charges from a Sulphur Flask, Enemies Killed by their Hits have 25% chance to Explode, dealing 10% of their Life as Physical Damage
Poisonous Concoction and Explosive Concoction also consume Charges from 1 Sulphur Flask, if possible
crucible_unique_helmet 1000
default 0
1WeaponTreeEnemies Branded by Wintertide Brand or Arcanist Brand Explode on Death dealing a quarter of their maximum Life as Chaos damagecaster_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
Monsters mods /14
NameLevelPre/SufDescriptionWeight
1Uniquemonster explodes on death text [2]
1Uniquemonster explodes on its target text [1]
1Uniquemonster explodes on its target text [2]
1Uniquebase monster will be deleted on death [0]
explode on death % main hand damage to deal as fire [260]
damage elemental fire
Volatile Stormblood1Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as lightning [300,360]
damage elemental lightning
Volatile Iceblood1Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as cold [300,360]
damage elemental cold
Venomous50Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as chaos [8]
damage chaos
rare 0
default 0
Volatile Flameblood2Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as fire [300,360]
damage elemental fire
Volatile Stormblood2Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as lightning [300,360]
damage elemental lightning
Volatile Iceblood2Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as cold [300,360]
damage elemental cold
Deadhand Talisman1Talismanbase monster will be deleted on death [1]
bloodworm on damage taken % [50]
explode on death % main hand damage to deal as chaos [30]
damage chaos
2Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as cold [300,360]
damage elemental cold
undeletable_corpse 0
rare_minion 0
unusable_corpse 0
rare 333
default 0
1Uniquebase monster will be deleted on death [1]
explode on death % main hand damage to deal as chaos [20]
damage chaos
1UniqueExplode on Death, dealing 500% of Maximum Life as Fire Damage
Misc mods /12
NameLevelDomainPre/SufDescriptionWeight
71FlaskUniqueEnemies you Kill during Effect have a (20–30)% chance to Explode, dealing a tenth of their maximum Life as Damage of a Random Element
Unstable1ChestPrefixExplodes
chest play warning sound [1]
default 1000
of Kindling70TinctureSuffixKilling Blows have a (8–12)% chance for Enemies to Explode, dealing a tenth of their maximum Life as Fire Damage elemental fire attacktincture 100
default 0
of Firewood70TinctureSuffixKilling Blows have a (13–16)% chance for Enemies to Explode, dealing a tenth of their maximum Life as Fire Damage elemental fire attacktincture 100
default 0
of Tinder81TinctureSuffixKilling Blows have a (17–25)% chance for Enemies to Explode, dealing a tenth of their maximum Life as Fire Damage elemental fire attacktincture 50
default 0
Chieftain's70CharmPrefixEnemies you or your Totems Kill have 1% chance to Explode, dealing 500% of their maximum Life as Fire Damagestr_animal_charm 100
default 0
Berserker's70CharmPrefixNearby corpses Explode when you Warcry, dealing (3–4)% of their Life as Physical Damagestr_animal_charm 100
default 0
Berserker's81CharmPrefixNearby corpses Explode when you Warcry, dealing (5–6)% of their Life as Physical Damagestr_animal_charm 50
default 0
Gladiator's70CharmPrefixBleeding Enemies you Kill Explode, dealing (2–3)% of
their Maximum Life as Physical Damage
dex_animal_charm 50
str_animal_charm 50
default 0
Gladiator's81CharmPrefixBleeding Enemies you Kill Explode, dealing (4–5)% of
their Maximum Life as Physical Damage
dex_animal_charm 25
str_animal_charm 25
default 0
Occultist's70CharmPrefixCursed Enemies you or your Minions Kill have a (6–10)% chance to Explode, dealing a quarter of their maximum Life as Chaos Damageint_animal_charm 100
default 0
Occultist's81CharmPrefixCursed Enemies you or your Minions Kill have a (11–15)% chance to Explode, dealing a quarter of their maximum Life as Chaos Damageint_animal_charm 50
default 0
Unique /11
+(20–30) to Intelligence
+(60–80) to maximum Life
+(60–80) to maximum Mana
Curse Enemies with Temporal Chains on Hit
Non-Aura Curses you inflict are not removed from Dying Enemies
Enemies near corpses affected by your Curses are Blinded
Enemies Killed near corpses affected by your Curses explode, dealing
3% of their Life as Physical Damage
(Temporal Chains is a Hex which reduces Action Speed by 15%, or 9% on Rare or Unique targets, and makes other effects on the target expire 40% slower. It has 50% less effect on Players and lasts 5 seconds)
Grants 19 Life per Enemy Hit
(100–120)% increased Physical Damage
3% of Physical Attack Damage Leeched as Life
Enemies Taunted by your Warcries Explode on death, dealing 8% of their maximum Life as Chaos Damage
25% increased Warcry Buff Effect
Warcry Skills' Cooldown Time is 4 seconds
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
40% increased Elemental Damage
50% reduced maximum number of Raised Zombies
Raised Zombies have +5000 to maximum Life
Raised Zombies have +(25–30)% to all Resistances
25% increased Raised Zombie Size
Enemies Killed by Zombies' Hits Explode, dealing 50% of their Life as Fire Damage
Raised Zombies deal (100–125)% more Physical Damage
30% increased Stun Duration on Enemies
+(25–50) to all Attributes
(80–100)% increased Physical Damage
Adds 5 to 25 Physical Damage
Gain 10 Life per Enemy Killed
Enemies Killed with Attack or Spell Hits Explode, dealing 10% of their Life as Fire Damage
(Attributes are Strength, Dexterity, and Intelligence)
(33–37)% increased Spell Damage
Gain (30–40)% of Physical Damage as Extra Chaos Damage
Enemies you Kill have a 20% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
+(20–30) to Strength
25% increased Damage over Time
Attacks have 25% chance to cause Bleeding
(25–40)% increased Attack Damage against Bleeding Enemies
Bleeding Enemies you Kill Explode, dealing 5% of
their Maximum Life as Physical Damage
25% reduced Bleeding Duration
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
+(60–80) to maximum Life
(20–50)% increased Damage if you have Shocked an Enemy Recently
(15–25)% increased Effect of Shock
Shocked Enemies you Kill Explode, dealing 5% of
their Life as Lightning Damage which cannot Shock
Unaffected by Shock
(Recently refers to the past 4 seconds)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
30% increased Stun Duration on Enemies
+(25–50) to all Attributes
(80–100)% increased Physical Damage
Adds (94–98) to (115–121) Physical Damage
Recover 5% of Life on Kill
Enemies Killed with Attack or Spell Hits Explode, dealing 10% of their Life as Fire Damage
(Attributes are Strength, Dexterity, and Intelligence)
Trigger Level 10 Contaminate when you Kill an Enemy
(200–250)% increased Armour and Energy Shield
(7–10)% increased maximum Life
+(17–23)% to Chaos Resistance
Enemies on Fungal Ground you Kill Explode, dealing 5% of their Life as Chaos Damage
You have Fungal Ground around you while stationary
(Allies on your Fungal Ground gain 10% of Non-Chaos Damage as extra Chaos Damage. Enemies on your Fungal Ground deal 10% less Damage.)
+(8–12)% to Cold and Lightning Resistances
Grants Level 1 Embrace Madness Skill
(20–40)% increased Chaos Damage
30% increased Movement Speed
All Damage inflicts Poison while affected by Glorious Madness
Enemies you Kill while affected by Glorious Madness have a 40% chance to Explode, dealing a quarter of their Life as Chaos Damage
(Poison deals Chaos Damage over time, based on the base Physical and Chaos Damage of the Skill. Multiple instances of Poison stack)
(20–40)% increased Charge Recovery
Enemies you Kill during Effect have a (20–30)% chance to Explode, dealing a tenth of their maximum Life as Damage of a Random Element
Passive /1
Minions Explode when reduced to Low Life, dealing 33% of their Life as Fire Damage to surrounding Enemies
Ascendancy Passive /4
Ascendancy: Chieftain
Character: Marauder
Enemies you or your Totems Kill have 5% chance to Explode, dealing 500% of their maximum Life as Fire Damage
Ascendancy: Occultist
Character: Witch
Cursed Enemies you or your Minions Kill have a 50% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Ascendancy: Gladiator
Character: Duelist
Bleeding Enemies you Kill Explode, dealing 10% of
their Maximum Life as Physical Damage
20% more Physical Damage over Time
Ascendancy: Guardian
Character: Templar
Radius: 60
25% chance to Trigger Level 20 Summon Elemental Relic when you or a nearby Ally Kill an Enemy, or Hit a Rare or Unique Enemy
(Summons a Relic of a random element that stays near you. Depending on the element chosen, the relic minion will have an Anger, Hatred, or Wrath aura. These relics explode when they die, dealing elemental damage to enemies around them. If you already have a relic of the chosen element, its duration will be refreshed instead of summoning a new one)
Cluster Jewel Passive /3
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)
Enemies Killed with Wand Hits have a 10% chance to Explode, dealing a quarter of their Life as Chaos Damage
Gain 10% of Wand Physical Damage as Extra Chaos Damage
Enemies you Kill have a 10% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
Elevated modifier List /2
NameLvModsElevated Mods
Crusader's75Enemies you Kill have a (11–20)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
Group: 670
Enemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
Crusader's85Enemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage
Group: 670
(8–12)% increased Area of Effect
Enemies you Kill have a (31–35)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage

Community Wiki

Edit

Explode

Explode effects causes a monster or corpse, when killed or detonated, to release an area of effect explosion, dealing damage to nearby enemies. Most of these effects scale with the monster's maximum Life. Explosions are considered secondary damage. Exploded enemies do not leave a corpse on death.

Enemy monster explosions

Exploding enemy monsters on death will stop them from using on death effects that deal damage. Some examples include porcupines and cold damage over time from spiders in delve.

It is possible for an explosion to trigger another explosion if the conditions allow it, such as the Herald of Ice explosion that freezes another enemy and kills them, which procs the effect.

If multiple different sources of explosions trigger at once they will all do their damage simultaneously.

% Increased area of effect modifiers work on all explosions.

Explosions have a base critical strike chance of zero. Global modifiers to base critical strike chance affect the explosion damage.

Skills

Name Description
Commandment of the Grave Summons three icy skull minions that explode at the end of their duration.
Death Walk While you walk, this skill causes corpses near your steps to explode, dealing fire damage in an area. The explosions of the corpses are not affected by modifiers to spell damage, and cannot be reflected.
Death Wish As you channel this spell, it spreads its effect to more of your minions. When you stop channelling, each affected minion explodes, and this skill deals spell damage around them. The explosion of the minion is not affected by modifiers to spell damage, and cannot be reflected.
Decree of the Grave Summons three icy skull minions that explode at the end of their duration.
Doom Blast Deals chaos damage in an area based on the amount of Doom on the triggering Hex.
Edict of the Grave Summons three icy skull minions that explode at the end of their duration.
Stalking Pustule A corpse near the targeted location explodes, dealing damage in a small area and creating an orb which moves towards nearby enemies before dealing spell damage in a larger area. The explosion of the corpse is not affected by modifiers to spell damage, and cannot be reflected.
Word of the Grave Summons three icy skull minions that explode at the end of their duration.

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