Item mods /14
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of Shaping | 68 | Suffix | Enemies Killed with Attack or Spell Hits Explode, dealing 5% of their Life as Fire Damage damage elemental fire | 2h_mace_shaper 1000 mace_shaper 1000 default 0 |
Crusader's | 75 | Prefix | Enemies you Kill have a (11–20)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage damage physical | body_armour_crusader 100 default 0 |
Crusader's | 85 | Prefix | Enemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage damage physical | body_armour_crusader 25 default 0 |
of Redemption | 78 | Suffix | Enemies Killed with Attack or Spell Hits Explode, dealing 5% of their Life as Fire Damage damage elemental fire | mace_eyrie 500 2h_mace_eyrie 500 default 0 |
68 | ScourgeUpside | Enemies you Kill have a 15% chance to Explode, dealing a tenth of their maximum Life as Physical Damage damage physical | body_armour 10 default 0 | |
4 | WeaponTree | 15% reduced Totem Life Totems Explode on Death, dealing 10% of their Life as Physical Damage | one_hand_weapon 250 default 0 | |
60 | WeaponTree | 15% reduced Totem Life Totems Explode on Death, dealing 15% of their Life as Physical Damage | one_hand_weapon 250 default 0 | |
4 | WeaponTree | 25% reduced Totem Life Totems Explode on Death, dealing 20% of their Life as Physical Damage | two_hand_weapon 250 default 0 | |
60 | WeaponTree | 25% reduced Totem Life Totems Explode on Death, dealing 30% of their Life as Physical Damage | two_hand_weapon 250 default 0 | |
1 | WeaponTree | Trigger Level 20 Bodyswap when you Explode a Corpse with Detonate Dead | caster_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 | |
1 | WeaponTree | Enemies you Kill with Puncture or Ensnaring Arrow Hits Explode, dealing 10% of their Life as Physical Damage | bow 1000 dagger 500 claw 500 sword 500 shield 500 default 0 | |
1 | WeaponTree | If 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 | |
1 | WeaponTree | If 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 | |
1 | WeaponTree | Enemies Branded by Wintertide Brand or Arcanist Brand Explode on Death dealing a quarter of their maximum Life as Chaos damage | 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 |
Monsters mods /14
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | monster explodes on death text [2] | ||
1 | Unique | monster explodes on its target text [1] | ||
1 | Unique | monster explodes on its target text [2] | ||
1 | Unique | base monster will be deleted on death [0] explode on death % main hand damage to deal as fire [260] damage elemental fire | ||
Volatile Stormblood | 1 | Unique | base monster will be deleted on death [1] explode on death % main hand damage to deal as lightning [300,360] damage elemental lightning | |
Volatile Iceblood | 1 | Unique | base monster will be deleted on death [1] explode on death % main hand damage to deal as cold [300,360] damage elemental cold | |
Venomous | 50 | Unique | base 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 Flameblood | 2 | Unique | base monster will be deleted on death [1] explode on death % main hand damage to deal as fire [300,360] damage elemental fire | |
Volatile Stormblood | 2 | Unique | base monster will be deleted on death [1] explode on death % main hand damage to deal as lightning [300,360] damage elemental lightning | |
Volatile Iceblood | 2 | Unique | base monster will be deleted on death [1] explode on death % main hand damage to deal as cold [300,360] damage elemental cold | |
Deadhand Talisman | 1 | Talisman | base 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 | |
2 | Unique | base 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 | |
1 | Unique | base monster will be deleted on death [1] explode on death % main hand damage to deal as chaos [20] damage chaos | ||
1 | Unique | Explode on Death, dealing 500% of Maximum Life as Fire Damage |
Misc mods /9
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
71 | Flask | Unique | 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 | ||
Unstable | 1 | Chest | Prefix | Explodes chest play warning sound [1] | default 1000 |
Chieftain's | 70 | Charm | Prefix | Enemies you or your Totems Kill have 1% chance to Explode, dealing 500% of their maximum Life as Fire Damage | str_animal_charm 100 default 0 |
Berserker's | 70 | Charm | Prefix | Nearby corpses Explode when you Warcry, dealing (3–4)% of their Life as Physical Damage | str_animal_charm 100 default 0 |
Berserker's | 81 | Charm | Prefix | Nearby corpses Explode when you Warcry, dealing (5–6)% of their Life as Physical Damage | str_animal_charm 50 default 0 |
Gladiator's | 70 | Charm | Prefix | Bleeding 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's | 81 | Charm | Prefix | Bleeding 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's | 70 | Charm | Prefix | Cursed Enemies you or your Minions Kill have a (6–10)% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage | int_animal_charm 100 default 0 |
Occultist's | 81 | Charm | Prefix | Cursed Enemies you or your Minions Kill have a (11–15)% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage | int_animal_charm 50 default 0 |
Unique /12
+(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)
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)
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
(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)
Enemies you Kill have a 20% chance to Explode, dealing a quarter of their maximum Life as Chaos Damage
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 200% higher while moving)
(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)
(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)
(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 have +25% to Chaos Resistance. Enemies on your Fungal Ground have -10% to all Resistances.)
(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)
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
(25–35)% increased Warcry Speed
Nearby corpses Explode when you Warcry, dealing (5–10)% of their Life as Physical Damage
Warcry Skills have (25–35)% increased Area of Effect
Passive /2
Banner Skills have 20% increased Area of Effect
Ascendancy Passive /4
(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 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)
Gain 10% of Wand Physical Damage as Extra Chaos Damage
Elevated modifier List /2
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
Crusader's | 75 | Enemies you Kill have a (11–20)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage Group: 671 | Enemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage |
Crusader's | 85 | Enemies you Kill have a (21–30)% chance to Explode, dealing a tenth of their maximum Life as Physical Damage Group: 671 | (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
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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