
Weapon /4
Weight | Desc |
---|---|
750 (T3, T4) | 60% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 100% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 60% chance to Avoid being Frozen +20% chance to be Ignited |
750 (T3, T4) | 100% chance to Avoid being Frozen +20% chance to be Ignited |
ignited
Cost | iLvl 1: Normal: 3x![]() ![]() |
---|---|
Acronym | Ignite |
BuffIcon | ![]() |
IsBuffDefinition | 1 |
BuffMergeModesID | 13 |
IsCharged | 0 |
IsInvisible | 0 |
IsRemovable | 0 |
IsSkillBuff | 0 |
BuffGroupsID | -1 |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Skill Gem /19
Skill Gem Quality /5
Item | Stats |
---|---|
Burning Arrow | (0–20)% more Damage with Ignite |
Flammability | Ignite on Cursed enemies has (0–20)% increased Duration |
Flame Surge | Burning ground deals +(0–10)% of Fire Damage per second of inflicted Ignite |
Vaal Burning Arrow | (0–20)% more Damage with Ignite |
Wild Strike | (0–20)% chance to Freeze, Shock and Ignite |
Support Gem Quality /2
Item | Stats |
---|---|
Controlled Blaze Support | Supported Skills have (0–10)% chance to Ignite |
[UNUSED] Conflagration Support | Supported Skills have (0–10)% chance to Ignite |
Item mods /186
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
40 | Corrupted | Cannot be Ignited | ring 1000 default 0 | |
of Ignition | 15 | Suffix | 10% chance to Ignite elemental fire ailment | sceptre 1000 wand 1000 default 0 |
of Combustion | 45 | Suffix | 15% chance to Ignite elemental fire ailment | sceptre 1000 wand 1000 default 0 |
of Conflagration | 75 | Suffix | 20% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 |
of Ignition | 15 | Suffix | 20% chance to Ignite elemental fire ailment | staff 1000 default 0 |
of Combustion | 45 | Suffix | 25% chance to Ignite elemental fire ailment | staff 1000 default 0 |
of Conflagration | 75 | Suffix | 30% chance to Ignite elemental fire ailment | staff 500 default 0 |
of the Elder | 68 | Suffix | Socketed Gems are Supported by Level 16 Immolate (8–12)% increased Ignite Duration on Enemies elemental fire ailment gem | helmet_elder 800 default 0 |
of the Elder | 75 | Suffix | Socketed Gems are Supported by Level 18 Immolate (13–16)% increased Ignite Duration on Enemies elemental fire ailment gem | helmet_elder 800 default 0 |
of the Elder | 80 | Suffix | Socketed Gems are Supported by Level 20 Immolate (17–20)% increased Ignite Duration on Enemies elemental fire ailment gem | helmet_elder 800 default 0 |
The Elder's | 68 | Prefix | Adds (19–26) to (38–46) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_elder 800 default 0 |
The Elder's | 75 | Prefix | Adds (23–30) to (47–54) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_elder 800 default 0 |
of the Elder | 75 | Suffix | Remove Ignite and Burning when you use a Flask elemental fire ailment | belt_elder 400 default 0 |
of Shaping | 68 | Suffix | Socketed Gems are Supported by Level 18 Elemental Proliferation (5–7)% chance to Freeze, Shock and Ignite elemental fire cold lightning ailment gem | sceptre_shaper 1000 default 0 |
of Shaping | 75 | Suffix | Socketed Gems are Supported by Level 20 Elemental Proliferation (8–10)% chance to Freeze, Shock and Ignite elemental fire cold lightning ailment gem | sceptre_shaper 1000 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 the Crusade | 75 | Suffix | (51–60)% chance to Avoid being Ignited elemental fire ailment | boots_crusader 1000 quiver_crusader 1000 default 0 |
of the Hunt | 68 | Suffix | Ignites you inflict deal Damage (7–9)% faster damage elemental fire ailment | boots_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Ignites you inflict deal Damage (10–12)% faster damage elemental fire ailment | boots_basilisk 500 default 0 |
of the Crusade | 75 | Suffix | (51–60)% reduced Ignite Duration on you elemental fire ailment | helmet_crusader 1000 default 0 |
of Redemption | 68 | Suffix | (15–17)% increased Burning Damage (6–8)% chance to Ignite damage elemental fire ailment | helmet_eyrie 500 default 0 |
of Redemption | 75 | Suffix | (18–20)% increased Burning Damage (6–8)% chance to Ignite damage elemental fire ailment | helmet_eyrie 500 default 0 |
of the Conquest | 75 | Suffix | Remove Ignite and Burning when you use a Flask elemental fire ailment | belt_adjudicator 500 default 0 |
Warlord's | 68 | Prefix | Adds (19–26) to (38–46) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_adjudicator 500 default 0 |
Warlord's | 75 | Prefix | Adds (23–30) to (47–54) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_adjudicator 500 default 0 |
of the Hunt | 68 | Suffix | Ignites you inflict deal Damage (8–12)% faster damage elemental fire ailment | sceptre_basilisk 500 wand_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Ignites you inflict deal Damage (13–15)% faster damage elemental fire ailment | sceptre_basilisk 500 wand_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | Ignites you inflict deal Damage (18–21)% faster damage elemental fire ailment | staff_basilisk 500 warstaff_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Ignites you inflict deal Damage (22–25)% faster damage elemental fire ailment | staff_basilisk 500 warstaff_basilisk 500 default 0 |
1 | FlaskEnchantmentInjector | Used when you become Ignited | flask 100 default 0 | |
68 | ScourgeUpside | (31–35)% reduced Ignite Duration on you elemental fire ailment | ring 500 default 0 | |
68 | ScourgeUpside | (36–40)% reduced Ignite Duration on you elemental fire ailment | ring 500 default 0 | |
45 | ScourgeUpside | (26–30)% chance to Avoid being Ignited elemental fire ailment | ring 500 default 0 | |
68 | ScourgeUpside | (31–35)% chance to Avoid being Ignited elemental fire ailment | ring 500 default 0 | |
68 | ScourgeUpside | (36–40)% chance to Avoid being Ignited elemental fire ailment | ring 500 default 0 | |
45 | ScourgeUpside | (5–6)% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | (7–8)% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | (9–10)% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 | |
45 | ScourgeUpside | (7–9)% chance to Ignite elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | (10–12)% chance to Ignite elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | (13–15)% chance to Ignite elemental fire ailment | staff 500 default 0 | |
45 | ScourgeUpside | Ignites you inflict deal Damage (4–5)% faster damage elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (6–7)% faster damage elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (8–9)% faster damage elemental fire ailment | sceptre 500 wand 500 default 0 | |
45 | ScourgeUpside | Ignites you inflict deal Damage (8–9)% faster damage elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (10–11)% faster damage elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (12–13)% faster damage elemental fire ailment | staff 500 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.2 metres elemental fire ailment | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.3 metres elemental fire ailment | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.4 metres elemental fire ailment | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.5 metres elemental fire ailment | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailment | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.7 metres elemental fire ailment | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailment | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.7 metres elemental fire ailment | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.8 metres elemental fire ailment | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.9 metres elemental fire ailment | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 2 metres elemental fire ailment | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2 metres elemental fire ailment | no_tier_4_eldritch_implicit 0 gloves 80 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.1 metres elemental fire ailment | no_tier_3_eldritch_implicit 0 gloves 80 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.2 metres elemental fire ailment | no_tier_2_eldritch_implicit 0 gloves 80 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.3 metres elemental fire ailment | no_tier_1_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | 5% chance to Ignite elemental fire ailment | no_tier_6_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 10% chance to Ignite elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 15% chance to Ignite elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 20% chance to Ignite elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 25% chance to Ignite elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 30% chance to Ignite elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 20% chance to Ignite elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 25% chance to Ignite elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 30% chance to Ignite elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 35% chance to Ignite elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 40% chance to Ignite elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 35% chance to Ignite elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 40% chance to Ignite elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 45% chance to Ignite elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 50% chance to Ignite elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | (33–35)% reduced Ignite Duration on you elemental fire ailment | no_tier_6_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (36–38)% reduced Ignite Duration on you elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (39–41)% reduced Ignite Duration on you elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (42–44)% reduced Ignite Duration on you elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (45–47)% reduced Ignite Duration on you elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (48–50)% reduced Ignite Duration on you elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (45–47)% reduced Ignite Duration on you elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (48–50)% reduced Ignite Duration on you elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (51–53)% reduced Ignite Duration on you elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (54–57)% reduced Ignite Duration on you elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (58–61)% reduced Ignite Duration on you elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (57–59)% reduced Ignite Duration on you elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (60–62)% reduced Ignite Duration on you elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (63–66)% reduced Ignite Duration on you elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (67–70)% reduced Ignite Duration on you elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 140 default 0 | |
75 | RedImplicit | (33–35)% chance to Avoid being Ignited elemental fire ailment | no_tier_6_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (36–38)% chance to Avoid being Ignited elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (39–41)% chance to Avoid being Ignited elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (42–44)% chance to Avoid being Ignited elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (45–47)% chance to Avoid being Ignited elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (48–50)% chance to Avoid being Ignited elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (45–47)% chance to Avoid being Ignited elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (48–50)% chance to Avoid being Ignited elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (51–53)% chance to Avoid being Ignited elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (54–57)% chance to Avoid being Ignited elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (58–61)% chance to Avoid being Ignited elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid being Ignited elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid being Ignited elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid being Ignited elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid being Ignited elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 140 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 5% faster damage elemental fire ailment | no_tier_6_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 6% faster damage elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 7% faster damage elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 8% faster damage elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 9% faster damage elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 10% faster damage elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 9% faster elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 10% faster elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 11% faster elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 12% faster elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 13% faster elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 13% faster elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 14% faster elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 15% faster elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 16% faster elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 120 default 0 | |
1 | WeaponTree | Adds 1 to 5 Fire Damage 10% chance to Ignite | one_hand_weapon 250 default 0 | |
26 | WeaponTree | Adds 3 to 6 Fire Damage 10% chance to Ignite | one_hand_weapon 250 default 0 | |
42 | WeaponTree | Adds 7 to 12 Fire Damage 10% chance to Ignite | one_hand_weapon 250 default 0 | |
62 | WeaponTree | Adds 12 to 19 Fire Damage 10% chance to Ignite | one_hand_weapon 125 default 0 | |
82 | WeaponTree | Adds 25 to 39 Fire Damage 10% chance to Ignite | one_hand_weapon 63 default 0 | |
1 | WeaponTree | Adds 4 to 9 Fire Damage 20% chance to Ignite | two_hand_weapon 250 default 0 | |
26 | WeaponTree | Adds 7 to 11 Fire Damage 20% chance to Ignite | two_hand_weapon 250 default 0 | |
42 | WeaponTree | Adds 13 to 22 Fire Damage 20% chance to Ignite | two_hand_weapon 250 default 0 | |
62 | WeaponTree | Adds 23 to 36 Fire Damage 20% chance to Ignite | two_hand_weapon 125 default 0 | |
82 | WeaponTree | Adds 48 to 71 Fire Damage 20% chance to Ignite | two_hand_weapon 63 default 0 | |
36 | WeaponTree | Adds 3 to 6 Fire Damage Adds 3 to 6 Cold Damage Adds 1 to Lightning Damage 5% chance to Freeze, Shock and Ignite | one_hand_weapon 125 default 0 | |
60 | WeaponTree | Adds 6 to 10 Fire Damage Adds 6 to 10 Cold Damage Adds 1 to Lightning Damage 5% chance to Freeze, Shock and Ignite | one_hand_weapon 63 default 0 | |
85 | WeaponTree | Adds 13 to 20 Fire Damage Adds 13 to 20 Cold Damage Adds 3 to Lightning Damage 5% chance to Freeze, Shock and Ignite | one_hand_weapon 31 default 0 | |
36 | WeaponTree | Adds 7 to 11 Fire Damage Adds 7 to 11 Cold Damage Adds 3 to Lightning Damage 10% chance to Freeze, Shock and Ignite | two_hand_weapon 125 default 0 | |
60 | WeaponTree | Adds 12 to 20 Fire Damage Adds 12 to 20 Cold Damage Adds 3 to Lightning Damage 10% chance to Freeze, Shock and Ignite | two_hand_weapon 63 default 0 | |
85 | WeaponTree | Adds 24 to 35 Fire Damage Adds 24 to 35 Cold Damage Adds 4 to Lightning Damage 10% chance to Freeze, Shock and Ignite | two_hand_weapon 31 default 0 | |
1 | WeaponTree | Adds 1 to 3 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 250 attack_dagger 0 wand 250 sceptre 250 dagger 250 default 0 | |
26 | WeaponTree | Adds 2 to 4 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 250 attack_dagger 0 wand 250 sceptre 250 dagger 250 default 0 | |
42 | WeaponTree | Adds 4 to 9 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 250 attack_dagger 0 wand 250 sceptre 250 dagger 250 default 0 | |
62 | WeaponTree | Adds 8 to 14 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 125 attack_dagger 0 wand 125 sceptre 125 dagger 125 default 0 | |
82 | WeaponTree | Adds 18 to 28 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 63 attack_dagger 0 wand 63 sceptre 63 dagger 63 default 0 | |
1 | WeaponTree | Adds 2 to 6 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 250 attack_staff 0 staff 250 default 0 | |
26 | WeaponTree | Adds 5 to 8 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 250 attack_staff 0 staff 250 default 0 | |
42 | WeaponTree | Adds 9 to 16 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 250 attack_staff 0 staff 250 default 0 | |
62 | WeaponTree | Adds 16 to 26 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 125 attack_staff 0 staff 125 default 0 | |
82 | WeaponTree | Adds 34 to 51 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 63 attack_staff 0 staff 63 default 0 | |
1 | WeaponTree | Minions deal 1 to 3 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
26 | WeaponTree | Minions deal 2 to 4 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
42 | WeaponTree | Minions deal 4 to 9 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
62 | WeaponTree | Minions deal 8 to 14 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 1250 minion_unique_weapon 1250 default 0 | |
82 | WeaponTree | Minions deal 18 to 28 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 630 minion_unique_weapon 630 default 0 | |
1 | WeaponTree | Minions deal 2 to 6 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
26 | WeaponTree | Minions deal 5 to 8 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
42 | WeaponTree | Minions deal 9 to 16 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
62 | WeaponTree | Minions deal 16 to 26 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 1250 minion_unique_weapon 1250 default 0 | |
82 | WeaponTree | Minions deal 34 to 51 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 630 minion_unique_weapon 630 default 0 | |
25 | WeaponTree | 6% chance to Scorch Enemies Cannot inflict Ignite | one_hand_weapon 250 default 0 | |
68 | WeaponTree | 10% chance to Scorch Enemies Cannot inflict Ignite | one_hand_weapon 250 default 0 | |
25 | WeaponTree | 12% chance to Scorch Enemies Cannot inflict Ignite | two_hand_weapon 250 default 0 | |
68 | WeaponTree | 20% chance to Scorch Enemies Cannot inflict Ignite | two_hand_weapon 250 default 0 | |
1 | WeaponTree | 20% increased Ignite Duration on Enemies 15% increased Ignite Duration on you | one_hand_weapon 300 shield 300 default 0 | |
45 | WeaponTree | 30% increased Ignite Duration on Enemies 20% increased Ignite Duration on you | one_hand_weapon 300 shield 300 default 0 | |
1 | WeaponTree | 35% increased Ignite Duration on Enemies 30% increased Ignite Duration on you | two_hand_weapon 300 default 0 | |
45 | WeaponTree | 50% increased Ignite Duration on Enemies 40% increased Ignite Duration on you | two_hand_weapon 300 default 0 | |
1 | WeaponTree | 60% chance to Avoid being Ignited +20% chance to be Shocked | shield 750 default 0 | |
60 | WeaponTree | 100% chance to Avoid being Ignited +20% chance to be Shocked | shield 750 default 0 | |
1 | WeaponTree | 60% chance to Avoid being Frozen +20% chance to be Ignited | shield 750 default 0 | |
60 | WeaponTree | 100% chance to Avoid being Frozen +20% chance to be Ignited | shield 750 default 0 | |
25 | WeaponTree | 20% increased Ignite Duration on you Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
78 | WeaponTree | 20% increased Ignite Duration on you Minions have 12% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
25 | WeaponTree | 40% increased Ignite Duration on you Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
78 | WeaponTree | 40% increased Ignite Duration on you Minions have 24% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | one_hand_weapon 100 shield 100 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | two_hand_weapon 100 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | one_hand_weapon 25 shield 25 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | two_hand_weapon 25 default 0 | |
1 | WeaponTree | All Damage from Lightning Arrow and Ice Shot Hits can Ignite 25% chance for Ignites inflicted with Lightning Arrow or Ice Shot to deal 100% more Damage | bow 1000 default 0 | |
1 | WeaponTree | Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits Cannot Ignite, Chill, Freeze or Shock | shield 500 weapon 500 default 0 | |
1 | WeaponTree | All Damage from Lightning Strike and Frost Blades Hits can Ignite 15% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage | ranged 0 shield 500 one_hand_weapon 1000 default 0 | |
1 | WeaponTree | All Damage from Lightning Strike and Frost Blades Hits can Ignite 25% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage | ranged 0 two_hand_weapon 1000 default 0 | |
1 | WeaponTree | All Damage from Shock Nova and Storm Call Hits can Ignite 15% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage | 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 | All Damage from Shock Nova and Storm Call Hits can Ignite 25% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage | 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 | Socketed Gems are Supported by Level 30 Ignite Proliferation | crucible_unique_staff 1000 default 0 |
Enchantment Modifier /11
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Status Ailments 1 | 53 | Enchantment | 6% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailment | boots 100 default 0 |
Enchantment Status Ailments 2 | 66 | Enchantment | 8% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailment | boots 100 default 0 |
Enchantment Status Ailments 3 | 75 | Enchantment | 10% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailment | boots 100 default 0 |
Enchantment Burning Arrow Ignite Chance 1 | 66 | Enchantment | Burning Arrow has +20% chance to Ignite elemental fire attack ailment | helmet 100 default 0 |
Enchantment Burning Arrow Ignite Chance 2 | 75 | Enchantment | Burning Arrow has +30% chance to Ignite elemental fire attack ailment | helmet 100 default 0 |
Enchantment Elemental Hit Chance To Freeze Shock Ignite 1 | 66 | Enchantment | Elemental Hit has +20% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailment | helmet 100 default 0 |
Enchantment Elemental Hit Chance To Freeze Shock Ignite 2 | 75 | Enchantment | Elemental Hit has +30% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailment | helmet 100 default 0 |
Enchantment Fireball Ignite Chance 1 | 66 | Enchantment | Fireball has +20% chance to Ignite elemental fire caster ailment | helmet 100 default 0 |
Enchantment Fireball Ignite Chance 2 | 75 | Enchantment | Fireball has +30% chance to Ignite elemental fire caster ailment | helmet 100 default 0 |
Enchantment Burning Arrow Ignite Chance 1 | 66 | Enchantment | Burning Arrow has +16% chance to Ignite elemental fire attack ailment | helmet 0 default 0 |
Enchantment Burning Arrow Ignite Chance 2 | 75 | Enchantment | Burning Arrow has +24% chance to Ignite elemental fire attack ailment | helmet 0 default 0 |
Monsters mods /28
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | Always Ignite elemental fire ailment | ||
1 | Unique | 50% chance to Ignite elemental fire ailment | ||
1 | Unique | 100% chance to Avoid being Ignited elemental fire ailment | ||
Igniting | 34 | Unique | Hits always Ignite 25% increased Ignite Duration on Enemies All Damage can Ignite additional fire resistance against damage over time % [30] ignite damage +% [100] | no_common_monster_mods 0 magic 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] | no_common_monster_mods 0 immobile 0 no_strider_mod 0 magic 0 default 1000 |
Elemental | 46 | Unique | +50% to all Elemental Resistances Hits always Ignite Hits always Shock All Damage with Hits can Chill Gain 60% of Physical Damage as Extra Damage of a random Element All Damage can Ignite All Damage can Shock | no_common_monster_mods 0 magic 0 default 800 |
Elemental | 24 | Unique | +50% to all Elemental Resistances Hits always Ignite Hits always Shock All Damage with Hits can Chill Gain 60% of Physical Damage as Extra Damage of a random Element All Damage can Ignite All Damage can Shock | rare 0 default 800 |
Igniting | 34 | Unique | Hits always Ignite 25% increased Ignite Duration on Enemies All Damage can Ignite additional fire resistance against damage over time % [30] ignite damage +% [100] | 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 |
1 | Unique | Hits always Ignite 25% increased Ignite Duration on Enemies All Damage can Ignite ignite damage +% [100] | ||
1 | Unique | 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen 100% chance to Avoid being Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Ignited 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled Avoids Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled 100% chance to Avoid being Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Gain 20% of Physical Damage as Extra Fire Damage 50% chance to Ignite bleed damage physical elemental fire ailment | ||
Arsonist's Touch | 1 | Torment | +25% to Fire Resistance Gain 25% of Physical Damage as Extra Fire Damage 10% chance to Ignite bleed damage physical elemental fire resistance ailment | default 1000 |
Arsonist's Grip | 1 | Torment | +40% to Fire Resistance Gain 60% of Physical Damage as Extra Fire Damage 25% chance to Ignite bleed damage physical elemental fire resistance ailment | default 1000 |
1 | Unique | ignite art variation [1] | ||
1 | Unique | ignite art variation [2] | ||
1 | Unique | 25% chance to Ignite elemental fire ailment | ||
Three Hands Talisman | 1 | Talisman | 50% chance to Ignite 50% chance to Freeze 50% chance to Shock Gain 30% of Physical Damage as Extra Damage of a random Element bleed damage physical elemental fire cold lightning ailment | |
1 | Unique | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] bleed poison physical elemental fire chaos attack ailment | ||
1 | Unique | Gain 50% of Physical Damage as Extra Fire Damage Always Ignite All Damage can Ignite bleed damage physical elemental fire ailment | ||
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid Bleeding ailment | ||
of the Magma | 1 | Suffix | +75% to Fire Resistance 80% reduced Ignite Duration on you | default 5000 |
of Ignition | 34 | Suffix | Hits always Ignite ignite damage +% [0] | fire_affinity 2500 default 0 |
1 | Unique | Hits always Ignite All Damage can Ignite | ||
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 /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | (20–25)% chance to Avoid being Ignited elemental fire ailment | default 1000 | |
of Combustion | 60 | Suffix | Minions have (10–15)% chance to Ignite elemental fire minion ailment | abyss_jewel_summoner 400 default 0 |
of Nonflammability | 50 | Suffix | (31–40)% chance to Avoid being Ignited elemental fire ailment | default 300 |
of Fireproofing | 70 | Suffix | (41–50)% chance to Avoid being Ignited elemental fire ailment | default 150 |
Fossil mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | Cannot be Shocked or Ignited while moving elemental lightning ailment | abyss_jewel 0 jewel 0 ring 2000 default 0 |
Map mods /2
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Conflagrating | 1 | Prefix | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size elemental fire ailment | secret_area 0 unique_map 0 maven_map 0 expedition_logbook 0 primordial_map 0 default 650 |
Conflagrating | 1 | Prefix | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area elemental fire ailment | secret_area 0 unique_map 0 maven_map 650 primordial_map 650 default 0 |
Delve Area mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
92 | DelveArea | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size elemental fire ailment | default 1000 |
Heist Area mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Conflagrating | 46 | Prefix | All Monster Damage from Hits always Ignites 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 ailment | default 650 |
Veiled mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 60 | Prefix | (70–79)% increased Fire Damage (21–23)% chance to Ignite damage elemental fire ailment | two_hand_weapon 0 wand 1000 dagger 1000 sceptre 1000 weapon 100 default 0 |
Chosen | 60 | Prefix | (100–109)% increased Fire Damage (35–40)% chance to Ignite damage elemental fire ailment | one_hand_weapon 0 bow 0 staff 1000 weapon 100 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength (21–25)% chance to Avoid being Ignited attribute | body_armour 1000 shield 1000 default 0 |
Crafting Bench /11
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
(41–50)% reduced Ignite Duration on you | 4x ![]() | Ring | The Ascent |
(51–60)% reduced Ignite Duration on you | 2x ![]() | Ring | Carcass Map |
(60–64)% increased Fire Damage (21–24)% chance to Ignite | 3x ![]() | Two Hand Melee | Betrayal Unveil |
(65–72)% increased Fire Damage (25–28)% chance to Ignite | 3x ![]() | Two Hand Melee | Betrayal Unveil |
(73–80)% increased Fire Damage (29–34)% chance to Ignite | 8x ![]() | Two Hand Melee | Betrayal Unveil |
(36–41)% increased Fire Damage (13–15)% chance to Ignite | 3x ![]() | One Hand Melee · One Hand Ranged | Betrayal Unveil |
(42–50)% increased Fire Damage (16–17)% chance to Ignite | 3x ![]() | One Hand Melee · One Hand Ranged | Betrayal Unveil |
(51–60)% increased Fire Damage (18–20)% chance to Ignite | 8x ![]() | One Hand Melee · One Hand Ranged | Betrayal Unveil |
+(10–15) to Strength (21–25)% chance to Avoid being Ignited | 8x ![]() | Body Armour · Shield | Betrayal Unveil |
+(16–20) to Strength (21–25)% chance to Avoid being Ignited | 3x ![]() | Body Armour · Shield | Betrayal Unveil |
+(21–25) to Strength (21–25)% chance to Avoid being Ignited | 4x ![]() | Body Armour · Shield | Betrayal Unveil |
Misc mods /56
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Grants Immunity to Ignite for 4 seconds if used while Ignited Removes all Burning when used elemental fire ailment | ||
of Foisting | 12 | Flask | Suffix | (19–22)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
of Imposing | 32 | Flask | Suffix | (23–26)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
of Wreaking | 52 | Flask | Suffix | (27–30)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
of Infliction | 72 | Flask | Suffix | (31–34)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
[UNUSED] Ignite duration 1 | 6 | Flask | Suffix | (35–45)% reduced Ignite Duration on you during Effect | utility_flask 0 default 0 |
of the Guppy | 6 | Flask | Suffix | (31–35)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Goldfish | 25 | Flask | Suffix | (36–40)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Carp | 44 | Flask | Suffix | (41–45)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Catfish | 63 | Flask | Suffix | (46–50)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Sunfish | 82 | Flask | Suffix | (51–55)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
1 | Flask | Unique | Enemies Ignited by you during Effect take (7–10)% increased Damage damage | ||
1 | Flask | Unique | Recharges 1 Charge when you Consume an Ignited corpse | ||
1 | Flask | Unique | Recharges 5 Charges when you Consume an Ignited corpse | ||
of Damping | 6 | Flask | Suffix | Grants Immunity to Ignite for (6–8) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of Quashing | 30 | Flask | Suffix | Grants Immunity to Ignite for (9–11) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of Quelling | 54 | Flask | Suffix | Grants Immunity to Ignite for (12–14) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of Quenching | 78 | Flask | Suffix | Grants Immunity to Ignite for (15–17) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of the Urchin | 6 | Flask | Suffix | (45–49)% less Duration Immunity to Ignite during Effect Removes Burning on use | utility_flask 1000 default 0 |
of the Mussel | 40 | Flask | Suffix | (40–44)% less Duration Immunity to Ignite during Effect Removes Burning on use | utility_flask 1000 default 0 |
of the Starfish | 74 | Flask | Suffix | (35–39)% less Duration Immunity to Ignite during Effect Removes Burning on use | utility_flask 1000 default 0 |
Incandescent | 1 | Chest | Prefix | Ignites you when activated | default 1000 |
1 | Jewel | Corrupted | (3–5)% reduced Ignite Duration on you elemental fire ailment | jewel 0 default 0 | |
1 | Jewel | Corrupted | (20–25)% chance to Avoid being Ignited elemental fire ailment | jewel 0 default 0 | |
1 | Jewel | Corrupted | (20–25)% reduced Ignite Duration on you elemental fire ailment | jewel 1000 default 0 | |
1 | Jewel | Unique | 2% chance to Ignite elemental fire ailment | ||
of the Flameruler | 1 | Jewel | Suffix | (30–35)% reduced Ignite Duration on you elemental fire ailment | default 250 |
of Burning | 1 | Jewel | Suffix | (6–8)% increased Ignite Duration on Enemies (3–5)% chance to Ignite elemental fire ailment | not_str 250 default 350 |
1 | Jewel | Unique | (10–20)% increased Movement Speed while Ignited speed | ||
1 | Jewel | Unique | Ignited Enemies Killed by your Hits are destroyed elemental fire attack ailment | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Fireball cannot ignite With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | 15% reduced Ignite Duration on you elemental fire ailment | jewel 1 default 0 | |
1 | Jewel | Unique | 15% chance to Avoid being Ignited elemental fire ailment | jewel 1 default 0 | |
1 | Jewel | Unique | With at least 40 Strength in Radius, Combust is Disabled With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | Modifiers to Ignite Duration on you apply to all Elemental Ailments | ||
1 | ExpeditionRelic | Prefix | Monsters have 100% chance to Avoid being Chilled Monsters have 100% chance to Avoid being Frozen Monsters have 100% chance to Avoid being Ignited Monsters have 100% chance to Avoid being Shocked | default 1000 | |
10 | ExpeditionRelic | Prefix | All Damage from Monsters' Hits can Ignite Monsters' Hits have 20% chance to Ignite Monsters have 100% increased Ignite Duration | default 1000 | |
1 | PrimordialAltar | Unique | Hits always Ignite All Damage can Ignite | primordial_altar_upside 0 cleansing_fire_altar 0 default 0 | |
1 | PrimordialAltar | Unique | Hits always Ignite Gain (70–130)% of Physical Damage as Extra Fire Damage All Damage can Ignite | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
Incendiary | 75 | SanctumSpecial | Prefix | Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailment | str_special_relic 200 default 50 |
of Ignition | 75 | SanctumSpecial | Suffix | (20–30)% chance to Ignite elemental fire ailment | str_special_relic 600 default 150 |
of Dousing | 75 | SanctumSpecial | Suffix | (40–50)% reduced Ignite Duration on you elemental fire ailment | str_special_relic 600 default 150 |
of the Blameless | 75 | SanctumSpecial | Suffix | (40–50)% chance to Avoid being Ignited elemental fire ailment | str_special_relic 600 default 150 |
Witch-burning | 75 | SanctumSpecial | Prefix | Ignites you inflict deal Damage (7–10)% faster damage elemental fire ailment | str_special_relic 200 default 50 |
Apocalyptic | 84 | SanctumSpecial | Prefix | Your Cold Damage can Ignite elemental fire cold ailment | dex_special_relic 200 default 50 |
of Combustion | 1 | CrucibleMap | Suffix | All Damage from Monsters' Hits can Ignite Monsters' Hits always Ignite map item drop quantity +% [12] map item drop rarity +% [7] | crucible_map_low 400 default 0 |
of Combustion | 1 | CrucibleMap | Suffix | All Damage from Monsters' Hits can Ignite Monsters' Hits always Ignite Monsters have 100% increased Ignite Duration map item drop quantity +% [12] map item drop rarity +% [7] | crucible_map_high 400 default 0 |
1 | Tincture | Unique | All Damage can Ignite elemental fire attack ailment | ||
Singing | 70 | Tincture | Prefix | (9–13)% chance to refresh Ignite Duration on Hit | tincture 100 default 0 |
Charring | 70 | Tincture | Prefix | (14–18)% chance to refresh Ignite Duration on Hit | tincture 100 default 0 |
Roasting | 81 | Tincture | Prefix | (19–25)% chance to refresh Ignite Duration on Hit | tincture 50 default 0 |
of the Chieftain | 1 | Charm | Suffix | (20–30)% reduced Ignite Duration on you | str_animal_charm 1000 default 0 |
of the Chieftain | 60 | Charm | Suffix | (31–50)% reduced Ignite Duration on you | str_animal_charm 500 default 0 |
Elementalist's | 81 | Charm | Prefix | All Damage can Ignite | int_animal_charm 20 default 0 |
Elementalist's | 1 | Charm | Prefix | (10–15)% chance to Freeze, Shock and Ignite | int_animal_charm 1000 default 0 |
Elementalist's | 60 | Charm | Prefix | (16–25)% chance to Freeze, Shock and Ignite | int_animal_charm 500 default 0 |
Essence /4
Item /2
Icon | Name |
---|---|
![]() | Splitnewt Talisman Talisman Tier: 2 (4–6)% chance to Freeze, Shock and Ignite local stat monsters pick up item [1] Corrupted |
![]() | Ashbark Tincture All Damage can Ignite Unmodifiable |
Unique /98
Icon | Name |
---|---|
![]() | +(25–40) to maximum Life +(75–100) to maximum Life Regenerate (200–350) Life per second Regenerate (8–10) Mana per second (-25–-15)% to all Elemental Resistances (-50–-40) Physical Damage taken from Attack Hits 40% increased Armour while not Ignited, Frozen or Shocked |
![]() | +(12–16)% to Fire and Cold Resistances (25–30)% increased Fire Damage Adds (20–25) to (30–50) Cold Damage to Spells and Attacks +(30–40) to maximum Energy Shield 30% increased Damage while Ignited +5000 to Armour while Frozen |
![]() | +(12–16)% to Fire and Lightning Resistances (25–30)% increased Lightning Damage Adds (20–25) to (30–50) Fire Damage to Spells and Attacks +(30–40) to maximum Mana When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy (Shock increases Damage taken by 15%, for 2 seconds) (Ignite deals Fire Damage over time) |
![]() | +(8–10)% to all Elemental Resistances 20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy +(20–30)% to all Elemental Resistances 30% increased Elemental Damage 10% chance to Freeze, Shock and Ignite 30% increased Elemental Damage with Attack Skills (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | Arrows Pierce an additional Target (8–12)% increased Attack Speed +350 to Evasion Rating +(40–50) to maximum Life (10–14) to (19–24) Added Physical Damage with Bow Attacks Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | (80–100)% increased Evasion Rating +(40–50)% to Fire Resistance Cannot be Ignited (75–150)% increased Physical Damage with Ranged Weapons (-60–-30) Physical Damage taken from Attack Hits |
![]() | +(50–75)% to Fire Resistance (40–75)% increased Ignite Duration on Enemies Reflects 100 Fire Damage to Melee Attackers 40% of Physical Damage taken as Fire Damage |
![]() | Hexes applied by Socketed Curse Skills are Reflected back to you (40–60)% increased Stun and Block Recovery You grant (4–6) Frenzy Charges to allies on Death You cannot be Chilled for 3 seconds after being Chilled You cannot be Frozen for 3 seconds after being Frozen You cannot be Ignited for 3 seconds after being Ignited You cannot be Shocked for 3 seconds after being Shocked |
![]() | +(26–30)% to all Elemental Resistances Your Fire Damage can Shock but not Ignite Your Lightning Damage can Freeze but not Shock Your Cold Damage can Ignite but not Freeze or Chill (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) (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) |
![]() | +8% to all Elemental Resistances Regenerate (100–200) Life per second +5% to maximum Fire Resistance +(20–25)% to Fire Resistance +25% to Fire Resistance while on Low Life (240–300)% increased Armour and Energy Shield 100% chance to Avoid being Ignited while on Low Life 10% increased Movement Speed when on Low Life (Maximum Resistances cannot be raised above 90%) (You are on Low Life if you have 50% of your Maximum Life or less) |
![]() | Adds (255–285) to (300–330) Fire Damage in Main Hand Adds (255–285) to (300–330) Cold Damage in Off Hand (10–15)% increased Attack Speed 25% chance to Ignite when in Main Hand 100% increased Damage with Ignite inflicted on Chilled Enemies Chill Enemies for 1 second on Hit with this Weapon when in Off Hand (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Chill reduces Enemy Action Speed by 10%) |
![]() | +190 to Accuracy Rating Uses both hand slots (250–300)% increased Physical Damage (90–110)% increased Critical Strike Chance +(20–30)% to Global Critical Strike Multiplier +(40–50)% to Fire Resistance Cannot be Ignited 100% of Physical Damage Converted to Fire Damage Ignites you inflict deal Damage 50% faster You can only deal Damage with this Weapon or Ignite (They will deal the same total damage over a shorter duration) |
![]() | 30% increased Elemental Damage with Attack Skills No Physical Damage Adds (425–475) to (550–600) Fire Damage (10–15)% increased Attack Speed 20% chance to Ignite 10% increased Physical Damage taken 10% increased Fire Damage taken Culling Strike against Burning Enemies Gain a Frenzy Charge if an Attack Ignites an Enemy (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Culling Strike means enemies that are on 10% or lower life after your Hit are Killed) |
![]() | +(20–30)% to Cold Resistance +(25–35)% to Fire Resistance (60–80)% increased Burning Damage 40% of Cold Damage Converted to Fire Damage 10% increased Light Radius Ignited Enemies Killed by your Hits are destroyed |
![]() | +(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) |
![]() | +(20–30)% to Fire Resistance +(25–40)% to Cold Resistance +25% chance to be Ignited (25–40)% increased Attack Speed while Ignited (25–40)% increased Cast Speed while Ignited All Damage Taken from Hits can Ignite you (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(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) |
![]() | +(20–30) to maximum Life Adds (12–15) to (25–30) Fire Damage to Attacks +(20–40) to maximum Life +(10–15)% to Cold Resistance 75% reduced Effect of Chill on you 10% increased Movement Speed while Ignited (Chill reduces Action Speed by up to 30%) |
![]() | Gain (10–15)% of Physical Damage as Extra Chaos Damage 10% increased Attack Speed +(50–70) to maximum Life +(12–16)% to Chaos Resistance (8–10) to (14–16) Added Physical Damage with Bow Attacks 25% chance to create a Smoke Cloud when Hit (40–60)% increased Damage with Hits and Ailments against Blinded Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Enemies standing in Smoke Clouds are Blinded) |
![]() | +(20–30)% to Fire Resistance +(15–25) to Strength Adds (20–25) to (30–35) Fire Damage to Spells and Attacks 15% increased Ignite Duration on Enemies 10% chance to Ignite Recover (20–30) Life when you Ignite an Enemy (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(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) |
![]() | 10% reduced Enemy Stun Threshold Adds 3 to 6 Fire Damage 20% increased Attack Speed 500% increased Ignite Duration on Enemies 25% increased Burning Damage 30% chance to Ignite (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | (8–12)% increased Spell Damage 20% increased Spell Damage 12% increased Cast Speed Regenerate 2 Mana per second 4% chance to Freeze, Shock and Ignite (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(25–35) to Strength +(70–85) to maximum Life +(20–40)% to Fire Resistance +(20–40)% to Cold Resistance 1% of Attack Damage Leeched as Life against Chilled Enemies Ignites you inflict with Attacks deal Damage 35% faster Deal no Physical Damage (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (They will deal the same total damage over a shorter duration) |
![]() | (10–20)% increased Movement Speed while Ignited (10–20)% increased Attack Speed while Ignited (10–20)% increased Cast Speed while Ignited |
![]() | +3% chance to Suppress Spell Damage 10% chance to Avoid Elemental Ailments 10% increased Life Recovery from Flasks (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | Adds (5–15) to (20–25) Physical Damage Adds (5–15) to (20–25) Fire Damage (7–10)% increased Attack Speed +(15–25)% to Fire Resistance 5% increased Movement Speed Curse Enemies with Flammability on Hit (Flammability is a Hex which inflicts -17% to Fire Resistance and causes Hits to have +25% chance to Ignite the target. It lasts 8 seconds) |
![]() | Adds (1–2) to (3–4) Fire Damage to Spells and Attacks (20–30)% increased Fire Damage Adds (4–6) to (8–12) Fire Damage to Spells (40–60)% increased Global Critical Strike Chance Gain 10 Life per Ignited Enemy Killed 25% reduced Ignite Duration on Enemies |
![]() | +475 to Accuracy Rating Uses both hand slots Adds (3–6) to (33–66) Physical Damage (44–66)% increased Critical Strike Chance 33% increased Ignite Duration on Enemies Gain (66–99)% of Sword Physical Damage as Extra Fire Damage Gain Her Blessing for 3 seconds when you Ignite an Enemy 33% chance to Blind nearby Enemies when gaining Her Blessing 100% chance to Avoid being Ignited, Chilled or Frozen with Her Blessing 20% increased Attack and Movement Speed with Her Blessing local level requirement + [-15] local six linked sockets [1] use goddess player audio [1] (Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds) |
![]() | +(20–30)% to Fire Resistance (30–40)% increased Fire Damage (5–10)% increased Cast Speed 10% chance to Ignite 40% less Burning Damage You can inflict an additional Ignite on an Enemy (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | 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) |
![]() | (18–25)% increased Fire Damage (18–25)% increased Cold Damage 2% chance to Ignite 2% chance to Freeze (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | (10–15)% increased Fire Damage With at least 40 Intelligence in Radius, Fireball cannot ignite With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch |
![]() | (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) |
![]() | 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) |
![]() | +5% chance to Suppress Spell Damage +(20–30) to maximum Energy Shield +(30–50) to maximum Life 10% increased Rarity of Items found (120–140)% increased Evasion and Energy Shield 25% chance to Avoid Fire Damage from Hits You always Ignite while Burning (No chance to avoid damage can be higher than 75%) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(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) |
![]() | +(20–30) to Strength Adds (5–7) to (13–15) Cold Damage to Spells and Attacks +(40–50) to Evasion Rating +(20–30)% to Cold Resistance 100% of Physical Damage Converted to Cold Damage Reflects 100 Cold Damage to Melee Attackers Your Cold Damage can Ignite (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(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) |
![]() | 40% increased Global Accuracy Rating Adds (90–110) to (145–170) Physical Damage 25% chance to Ignite 30% of Physical Damage Converted to Fire Damage Recover 1% of Life when you Ignite an Enemy 100% increased Melee Physical Damage against Ignited Enemies 100% increased Burning Damage if you've Ignited an Enemy Recently (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Recently refers to the past 4 seconds) |
![]() | +(16–24) to Strength and Dexterity 10% chance to Ignite (50–70)% increased Damage while Ignited Take 100 Fire Damage when you Ignite an Enemy 2% of Fire Damage Leeched as Life while Ignited (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) |
![]() | Socketed Gems are Supported by Level 20 Ignite Proliferation (165–195)% increased Physical Damage 10% chance to Ignite 50% of Physical Damage Converted to Fire Damage Recover (40–60) Life when you Ignite an Enemy (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | (160–190)% increased Physical Damage Gain (200–300) Life per Ignited Enemy Killed Gain 20% of Physical Damage as Extra Fire Damage 10% chance to Ignite Projectiles Pierce all Burning Enemies Arrows deal 30 to 50 Added Fire Damage for each time they've Pierced (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | Creates a Smoke Cloud on Use Grants Immunity to Ignite for 4 seconds if used while Ignited Removes all Burning when used Unholy Might during Effect (Unholy Might grants 30% of Physical Damage as extra Chaos Damage) |
![]() | Triggers Level 7 Abberath's Fury when Equipped +(20–30) to Strength 15% increased Movement Speed (6–10)% chance to Ignite When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy 1% increased Fire Damage per 20 Strength Burning Hoofprints (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Ignite deals Fire Damage over time) |
![]() | (10–15)% increased Fire Damage Ignited Enemies Killed by your Hits are destroyed |
![]() | +18% Chance to Block Attack Damage while wielding a Staff Grants Level 15 Vengeance Skill +(12–16)% Chance to Block Attack Damage while wielding a Staff 100% increased Fire Damage Adds (315–360) to (450–540) Fire Damage Damage Penetrates 15% of Fire Resistance if you have Blocked Recently Immune to Freeze and Chill while Ignited Battlemage (Warstaves are considered Staves) (Gain Added Spell Damage equal to the Damage of your Main Hand Weapon) |
![]() | +(20–40) to Dexterity (10–15)% increased Skill Effect Duration 2% increased Minion Attack Speed per 50 Dexterity 2% increased Minion Movement Speed per 50 Dexterity Minions' Hits can only Kill Ignited Enemies |
![]() | +(25–35) to Strength (20–30)% increased Fire Damage +(300–350) to Armour +(30–35)% to Cold Resistance +(30–35)% to Lightning Resistance 0.6% of Fire Damage Leeched as Life (20–30)% chance to Ignite during any Flask Effect (Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +12% to all Elemental Resistances +2 to Level of Socketed Gems Triggers Level 20 Fire Aegis when Equipped +(60–80) to maximum Life (200–250)% increased Armour and Energy Shield Cannot be Ignited |
![]() | +(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) |
![]() | +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) |
![]() | 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) |
![]() | +(25–40) to maximum Life (5–15)% increased Attributes +(60–80) to maximum Life Cannot be Frozen if Dexterity is higher than Intelligence Cannot be Ignited if Strength is higher than Dexterity Cannot be Shocked if Intelligence is higher than Strength 1% increased Damage per 5 of your lowest Attribute (Attributes are Strength, Dexterity, and Intelligence) |
![]() | 40% increased Global Accuracy Rating Uses both hand slots (70–90)% increased Critical Strike Chance Adds 2 to 3 Physical Damage to Attacks per Level Gain Her Embrace for 3 seconds when you Ignite an Enemy While in Her Embrace, take 0.5% of your total Maximum Life and Energy Shield as Fire Damage per second per Level local six linked sockets [1] use goddess player audio [1] (Her Embrace grants the following: Cannot be Stunned 123% of Sword Physical Damage gained as Extra Fire Damage Unaffected by Burning Ground Immune to Freeze, Chill and Ignite 20% increased Attack, Cast and Movement Speed) |
![]() | (15–25)% increased Elemental Damage (40–45)% increased Mana Regeneration Rate +(20–30)% to Fire and Lightning Resistances (8–12)% increased Burning Damage for each time you have Shocked a Non-Shocked Enemy Recently, up to a maximum of 120% Adds (1–3) to (62–70) Lightning Damage to Hits against Ignited Enemies Your Lightning Damage can Ignite (Recently refers to the past 4 seconds) |
![]() | Grants Level 20 Aspect of the Cat Skill (180–220)% increased Evasion and Energy Shield +(25–35)% to Cold Resistance +1% to Critical Strike Chance while affected by Aspect of the Cat Critical Strikes have (10–20)% chance to Blind Enemies while you have Cat's Stealth (40–50)% increased Damage with Hits and Ailments against Blinded Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
![]() | +(400–500) to Accuracy Rating +(50–70) to maximum Life (100–140)% increased Armour and Evasion Attacks always inflict Bleeding while you have Cat's Stealth (40–50)% increased Damage with Hits and Ailments against Bleeding Enemies You have Crimson Dance while you have Cat's Stealth (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding) |
![]() | Grants Level 20 Aspect of the Spider Skill +(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) |
![]() | +(30–50) to maximum Energy Shield Summoned Raging Spirits deal (175–250)% increased Damage Summoned Raging Spirits' Hits always Ignite 75% reduced Maximum number of Summoned Raging Spirits Summoned Raging Spirits' Melee Strikes deal Fire-only Splash Damage to Surrounding Targets |
![]() | 10% increased Attack Speed (20–30)% increased Rarity of Items found (260–300)% increased Evasion and Energy Shield +(30–40)% to Fire Resistance 20% increased Movement Speed (10–20)% increased Movement Speed while Ignited +25% chance to be Ignited Regenerate (75–125) Life per second while Ignited (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(20–30) to maximum Life Adds (12–15) to (25–30) Fire Damage to Attacks Adds (12–15) to (25–30) Cold Damage to Attacks +(20–40) to maximum Life +(25–30)% to Cold Resistance 10% increased Movement Speed while Ignited The Effect of Chill on you is reversed |
![]() | Adds (5–15) to (20–25) Physical Damage Adds (223–250) to (264–280) Fire Damage (7–10)% increased Attack Speed +(15–25)% to Fire Resistance 5% increased Movement Speed Hits ignore Enemy Monster Fire Resistance while you are Ignited |
![]() | +400 to Accuracy Rating (180–210)% increased Physical Damage (10–15)% increased Attack Speed 50% of Physical Damage from Hits with this Weapon is Converted to a random Element Hits with this Weapon always Ignite, Freeze, and Shock Ignites inflicted with this Weapon deal (50–75)% more Damage Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (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) |
![]() | +400 to Accuracy Rating (180–210)% increased Physical Damage (10–15)% increased Attack Speed 100% of Physical Damage from Hits with this Weapon is Converted to a random Element Hits with this Weapon always Ignite, Freeze, and Shock Hits with this Weapon deal (30–60)% increased Damage to Ignited Enemies Hits with this Weapon deal (30–60)% increased Damage to Frozen Enemies Hits with this Weapon deal (30–60)% increased Damage to Shocked Enemies (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (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) |
![]() | (20–30)% increased Mana Regeneration Rate Adds (48–53) to (58–60) Chaos Damage Items and Gems have 50% increased Attribute Requirements Chaos Damage can Ignite, Chill and Shock Gain Soul Eater for 20 seconds when you use a Vaal Skill (Attributes are Strength, Dexterity, and Intelligence) |
![]() | +90 to Maximum Charges Recharges 5 Charges when you Consume an Ignited corpse (175–200)% increased Charges per use Recover (1–3)% of Life when you Kill an Enemy during Effect Enemies Ignited by you during Effect take (7–10)% increased Damage [One random modifier] ![]() |
![]() | (240–280)% increased Energy Shield +(30–40)% to Fire Resistance (30–40)% increased Elemental Damage (25–50)% chance to Scorch Enemies Cannot inflict Ignite (Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds) |
![]() | +(25–40) to maximum Life +(30–40)% to Cold Resistance Chill nearby Enemies when you Focus, causing 30% reduced Action Speed Focus has (30–50)% increased Cooldown Recovery Rate (50–70)% increased Damage with Hits and Ailments against Chilled Enemies grant focus skill [1] veiled mod seed [1,30000] veiled mod type [2] (Chill reduces Enemy Action Speed for 2 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) ![]() |
![]() | 26% increased Elemental Damage Grants Level 30 Smite Skill +(10–30) to Strength and Intelligence Enemies inflict Elemental Ailments on you instead of nearby Allies redirect elemental ailments to aura owner [1] (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | (80–120)% increased Armour and Energy Shield Minions convert 25% of Physical Damage to Fire Damage per Red Socket Minions convert 25% of Physical Damage to Cold Damage per Green Socket Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket Minions convert 25% of Physical Damage to Chaos Damage per White Socket Minions have (5–10)% chance to Freeze, Shock and Ignite (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) |
![]() | +(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) |
![]() | +(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) |
![]() | Has 1 Socket All Sockets are White Socketed Gems have Secrets of Suffering -20% to all Elemental Resistances +(75–100)% to Fire Resistance when Socketed with a Red Gem +(75–100)% to Cold Resistance when Socketed with a Green Gem +(75–100)% to Lightning Resistance when Socketed with a Blue Gem (Cannot Ignite, Chill, Freeze or Shock Critical Strikes inflict Scorch, Brittle and Sapped) |
![]() | +(20–30)% to Fire Resistance (30–40)% increased Fire Damage (5–10)% increased Cast Speed 90% reduced Ignite Duration on Enemies 10% chance to Ignite Ignites you inflict deal Damage (35–45)% faster (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (They will deal the same total damage over a shorter duration) |
![]() | +(2–4)% Chance to Block Spell Damage +(2–4)% Chance to Block Attack Damage +10% chance to be Frozen, Shocked and Ignited |
![]() | Adds (17–23) to (29–31) Chaos Damage +(50–70) to maximum Life +(29–41)% to Chaos Resistance Your Chaos Damage can Ignite Chaos Skills have 20% chance to Ignite 50% less Ignite Duration |
![]() | +18% Chance to Block Attack Damage while wielding a Staff +12% Chance to Block Attack Damage while wielding a Staff 100% increased Fire Damage (5–10)% increased Attack Speed Curse Enemies with Flammability on Block Reflects (22–44) Fire Damage to Attackers on Block (Warstaves are considered Staves) (Flammability is a Hex which inflicts -17% to Fire Resistance and causes Hits to have +25% chance to Ignite the target. It lasts 8 seconds) |
![]() | +(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) |
![]() | +(30–40) to Intelligence (100–140)% increased Evasion and Energy Shield +(10–20)% to all Elemental Resistances (5–10)% chance to Freeze, Shock and Ignite Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead (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) |
![]() | +20% Chance to Block Attack Damage while wielding a Staff (140–180)% increased Physical Damage (0–50)% of Physical Damage Converted to Cold Damage (0–50)% of Physical Damage Converted to Lightning Damage (0–50)% of Physical Damage Converted to Fire 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 |
![]() | +(10–16) to all Attributes (-3–3)% to maximum Fire Resistance (-3–3)% to maximum Cold Resistance (-3–3)% to maximum Lightning Resistance You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal Cannot Ignite, Chill, Freeze or Shock (Maximum Resistances cannot be raised above 90%) Corrupted |
![]() | +(17–23)% to Chaos Resistance +(8–12)% to Fire Damage over Time Multiplier 50% reduced Ignite Duration on Enemies (10–15)% chance to Ignite Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite +(20–25)% to Fire and Chaos Resistances Withered does not expire on Enemies Ignited by you use unique blackflame ignite effect [1] (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | (10–15)% increased Spell Damage Has no Energy Shield +(40–70) to maximum Life +(40–70) to maximum Mana (3–4) to (7–8) added Fire Damage per 100 of Maximum Life or Maximum Mana, whichever is lower Unaffected by Ignite or Shock if Maximum Life and Maximum Mana are within 500 |
![]() | (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) |
![]() | With at least 40 Strength in Radius, Combust is Disabled With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite |
![]() | +18% Chance to Block Attack Damage while wielding a Staff Grants Level 1 Vengeance Skill +(12–16)% Chance to Block Attack Damage while wielding a Staff 30% increased Fire Damage Adds (12–18) to (22–26) Fire Damage Damage Penetrates 15% of Fire Resistance if you have Blocked Recently Immune to Freeze and Chill while Ignited Battlemage (Warstaves are considered Staves) (Gain Added Spell Damage equal to the Damage of your Main Hand Weapon) |
![]() | 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) |
![]() | +(20–30)% to Fire Resistance (10–20)% increased Fire Damage (5–10)% increased Cast Speed 10% chance to Ignite 40% less Burning Damage You can inflict an additional Ignite on an Enemy (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
![]() | +(20–25)% chance to Suppress Spell Damage (60–100)% increased Evasion Rating (20–25)% chance to Avoid Elemental Ailments Recover (100–200) Life when you Suppress Spell Damage (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(10–15)% to Fire Resistance Modifiers to Ignite Duration on you apply to all Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(10–15)% to Lightning Resistance Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(20–30) to Intelligence +(20–25)% to all Elemental Resistances (20–25)% chance to Freeze, Shock and Ignite Cursed Enemies cannot inflict Elemental Ailments on You (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(5–10) to Dexterity Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
![]() | +(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) |
![]() | +(15–25) to maximum Energy Shield (30–40)% increased Spell Damage +(60–80) to maximum Mana (5–10)% chance to Freeze, Shock and Ignite Spells cause you to gain Energy Shield equal to their Upfront Cost every fifth time you Pay it (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) (Upfront Costs are all Costs that are not paid per-second) |
![]() | (100–150)% increased Armour 5% reduced Movement Speed (100–200)% increased Stun and Block Recovery Unaffected by Damaging Ailments (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) |
![]() | 3% increased Movement Speed (100–150)% increased Evasion Rating (15–25)% chance to Avoid Elemental Ailments +(3–8)% Chance to Block (30–40)% chance for Elemental Resistances to count as being 90% against Enemy Hits (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Passive /46
Icon | Name |
---|---|
Staff Attacks deal 30% increased Damage with Hits and Ailments 30% increased Critical Strike Chance with Staves 10% chance to gain an Endurance Charge on Melee Critical Strike (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
36% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 36% increased Damage with Ailments 12% reduced Enemy Stun Threshold with Maces or Sceptres (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (The Stun Threshold determines how much Damage can Stun something) | |
30% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 30% increased Damage with Ailments 12% increased Area of Effect (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Axe Attacks deal 24% increased Damage with Hits and Ailments 10% increased Attack Speed with Axes 20% chance to gain Onslaught for 4 seconds on Kill (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Onslaught grants 20% increased Attack, Cast, and Movement Speed) | |
25% increased Physical Damage with Axes Axe Attacks deal 25% increased Damage with Ailments 8% increased Attack Speed with Axes +5 to Maximum Rage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
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) | |
Claw Attacks deal 25% increased Damage with Hits and Ailments 10% increased Attack Speed with Claws 25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments 10% increased Attack Speed with Two Handed Melee Weapons 40% increased Stun Duration with Two Handed Melee Weapons on Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
20% increased Physical Damage with Swords Sword Attacks deal 20% increased Damage with Ailments 8% increased Attack Speed with Swords +200 to Accuracy Rating with Swords (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
+10% to Damage over Time Multiplier for Poison Claw Attacks deal 25% increased Damage with Ailments 6% increased Attack Speed with Claws (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
30% increased Physical Damage with Axes Axe Attacks deal 30% increased Damage with Ailments 15% chance to Intimidate Enemies for 4 seconds on Hit with Attacks (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Intimidated enemies take 10% increased Attack Damage) | |
35% increased Physical Damage with Swords Sword Attacks deal 35% increased Damage with Ailments Overwhelm 20% Physical Damage Reduction (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative) | |
25% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments 5% increased Attack Speed with Two Handed Melee Weapons +20 to Strength (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
25% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments 5% increased Attack Speed with Two Handed Melee Weapons 25% increased Stun Duration with Two Handed Melee Weapons on Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
+6% Chance to Block Attack Damage while Dual Wielding or holding a Shield Sword Attacks deal 24% increased Damage with Hits and Ailments 20% chance to gain a Frenzy Charge when you Block Attack Damage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
+1% to all maximum Elemental Resistances 20% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Maximum Resistances cannot be raised above 90%) | |
+12% to all Elemental Resistances 24% increased Elemental Damage 10% chance to Freeze, Shock and Ignite (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) | |
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) | |
10% increased maximum Life 8% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
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) | |
Remove Elemental Ailments when you Cast a Curse Spell Refresh Duration of Ignite, Chill and Shock on Enemies you Curse (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
30% increased Elemental Damage 10% chance to Freeze, Shock and Ignite 30% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
30% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments 100% increased total Recovery per second from Life Leech Overwhelm 12% Physical Damage Reduction (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
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) | |
25% increased Fire Damage 25% increased Cold Damage Enemies Ignited or Chilled by you have -5% to Elemental Resistances | |
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) | |
Damaging Ailments deal damage 15% faster (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (They will deal the same total damage over a shorter duration) | |
Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value 30% less Damage with Hits (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
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) | |
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) | |
35% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 35% increased Damage with Ailments +35% to Critical Strike Multiplier with Maces or Sceptres (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
30% increased Physical Damage with Maces or Sceptres Mace or Sceptre Attacks deal 30% increased Damage with Ailments 60% increased Stun Duration against Enemies that are on Full Life (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Sword Attacks deal 30% increased Damage with Hits and Ailments +0.3 metres to Melee Strike Range with Swords (Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
25% increased Physical Damage with Two Handed Melee Weapons Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments 10% chance to double Stun Duration 5% chance to deal Double Damage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
+5% Chance to Block Attack Damage while holding a Shield 30% increased Physical Attack Damage while holding a Shield Attack Skills deal 30% increased Damage with Ailments while holding a Shield 10% chance to gain an Endurance Charge on Kill while holding a Shield (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Staff Attacks deal 30% increased Damage with Hits and Ailments +800 Armour if you've Blocked Recently +8% Chance to Block Attack Damage while wielding a Staff (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Recently refers to the past 4 seconds) | |
30% increased Damage Over Time with Bow Skills Damaging Ailments deal damage 10% faster (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (They will deal the same total damage over a shorter duration) | |
Ignites you inflict deal Damage 15% faster (They will deal the same total damage over a shorter duration) | |
+1% to all maximum Elemental Resistances 20% reduced Elemental Ailment Duration on you 20% reduced Effect of Chill and Shock on you (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Maximum Resistances cannot be raised above 90%) | |
30% increased Physical Damage with Axes Axe Attacks deal 30% increased Damage with Ailments 12% increased Impale Effect (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Intelligence provides no inherent bonus to Energy Shield 2% reduced Duration of Elemental Ailments on you per 15 Intelligence (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Take 50% less Damage over Time if you've started taking Damage over Time in the past second 100% more Duration of Ailments on you (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Hits Stun as though dealing 50% more Melee Fire Damage Ignites from Stunning Melee Hits deal 20% more Damage | |
+10% to Fire Damage over Time Multiplier with Attack Skills Recover 2% of Life when you Ignite a non-Ignited Enemy (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
Bleeding enemies cannot inflict Bleeding on you Ignited enemies cannot Ignite you | |
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum 10% reduced Duration of Damaging Ailments on you per Bark (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) |
Ascendancy Passive /9
Icon | Name |
---|---|
Ascendancy: Chieftain Character: Marauder Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value Unaffected by Ignite (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) | |
Ascendancy: Raider Character: Ranger 50% chance to Avoid Elemental Ailments while Phasing Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Pathfinder Character: Ranger Removes Elemental Ailments when you use a Flask 50% chance for Flasks you use to not consume Charges (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Elementalist Character: Witch Hits always Ignite All Damage can Ignite 25% more Damage with Ignites you inflict with Hits for which the highest Damage Type is Fire (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
Ascendancy: Champion Character: Duelist 100% chance to Taunt on Hit 10% reduced Damage taken if you've Taunted an Enemy Recently Enemies Taunted by you deal 20% less Damage with Hits and Ailments against other targets (Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds) (Recently refers to the past 4 seconds) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Ascendancy: Champion Character: Duelist Your Hits permanently Intimidate Enemies that are on Full Life Gain Adrenaline for 20 seconds when you reach Low Life Recover 25% of Life when you gain Adrenaline Remove all Ailments and Burning when you gain Adrenaline (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) (Intimidated enemies take 10% increased Attack Damage) (Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it) | |
Ascendancy: Guardian Character: Templar 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) | |
Ascendancy: Guardian Character: Templar Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances Enemies in your Link Beams cannot apply Elemental Ailments Enemies in your Link Beams have -20% to all Elemental Resistances (Maximum Resistances cannot be raised above 90%) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ascendancy: Saboteur Character: Shadow Immune to Ignite and Shock Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second (Recently refers to the past 4 seconds) |
Cluster Jewel Passive /30
Icon | Name |
---|---|
Cannot Ignite, Chill, Freeze or Shock Critical Strikes inflict Scorch, Brittle and Sapped (Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds) (Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds) (Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds) | |
10% chance to Freeze, Shock and Ignite while affected by a Herald 25% increased Elemental Damage while affected by a Herald | |
20% increased Duration of Elemental Ailments on Enemies 20% increased Damage with Hits and Ailments against Enemies affected by Ailments 20% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments 10% reduced Enemy Stun Threshold 15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently (The Stun Threshold determines how much Damage can Stun something) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (Recently refers to the past 4 seconds) | |
10% chance to Ignite Ignites you inflict deal Damage 8% faster (They will deal the same total damage over a shorter duration) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
Attacks with Two Handed Melee Weapons deal 20% increased Damage with Hits and Ailments 40% increased Damage with Hits and Ailments against Unique Enemies (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
10% chance to Freeze, Shock and Ignite 30% increased Elemental Damage with Attack Skills 15% increased Effect of Non-Damaging Ailments (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit) (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds) (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
25% increased Damage over Time 15% increased Duration of Ailments on Enemies (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
15% chance to Ignite Enemies Ignited by you have -5% to Fire Resistance (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) | |
30% increased Fire Damage Ignited Enemies Killed by your Hits are destroyed | |
20% increased Attack Damage 20% increased Damage with Ailments from Attack Skills Enemies Killed with Attack Hits have a 15% chance to Explode, dealing a tenth of their Life as Physical Damage (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
+10% chance to Suppress Spell Damage 20% chance to Avoid Elemental Ailments (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) (50% of Damage from Suppressed Hits and Ailments they inflict is prevented) | |
Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments 10% increased Area of Effect per second you've been stationary, up to a maximum of 50% (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
+10% to Damage over Time Multiplier for Ignite from Critical Strikes 20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes 40% increased Critical Strike Chance (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped) | |
Ignites you inflict spread to other Enemies within a Radius of 1.5 metres | |
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) | |
30% reduced Ignite Duration on you You cannot be Ignited if you've been Ignited Recently Unaffected by Burning Ground (Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect) (Recently refers to the past 4 seconds) | |
Flammability can affect Hexproof Enemies 30% increased Damage with Ignites inflicted on Cursed Enemies | |
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) | |
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) | |
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) | |
+1% to maximum Fire Resistance +20% to Fire Resistance 30% chance to Avoid being Ignited (Maximum Resistances cannot be raised above 90%) | |
Minions have 20% chance to Ignite Minions deal 20% increased Damage with Hits and Ailments against Ignited Enemies Minions gain 6% of Physical Damage as Extra Fire Damage | |
Axe or Sword Attacks deal 15% increased Damage with Ailments 10% increased Impale Effect 10% chance to Impale Enemies on Hit with Axes or Swords 15% increased Physical Damage with Axes or Swords (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
15% increased Elemental Damage if you've Chilled an Enemy Recently 20% increased Elemental Damage if you've Ignited an Enemy Recently 25% increased Elemental Damage if you've Shocked an Enemy Recently (Recently refers to the past 4 seconds) | |
Anger has 50% increased Mana Reservation Efficiency 20% increased Duration of Fire Ailments (Fire Ailments are Ignited and Scorched) | |
Bow Skills have +6% to Damage over Time Multiplier Bow Skills have 10% increased Skill Effect Duration 10% increased Duration of Ailments inflicted while wielding a Bow (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned) | |
20% increased Damage with Ailments Damaging Ailments deal damage 5% faster (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) (They will deal the same total damage over a shorter duration) | |
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments 4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff +20 to Strength (Warstaves are considered Staves) (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) | |
Axe or Sword Attacks deal 20% increased Damage with Ailments 20% increased Physical Damage with Axes or Swords +5% to Physical Damage over Time Multiplier while wielding an Axe or Sword (Ailments that deal Damage are Bleeding, Ignited, and Poisoned) |
Timeless Jewel Passive /1
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Passive | Ignite Chance![]() | (3–6)% chance to Ignite (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
Timeless Jewel Passive Additions /2
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (3–6)% chance to Ignite | vaal_small_chance_to_ignite |
Karui | Notable | Ignites you inflict deal Damage 10% faster | karui_notable_add_faster_burn |
Elevated modifier List /16
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | Socketed Gems are Supported by Level 16 Immolate (8–12)% increased Ignite Duration on Enemies Group: 2719 | Socketed Gems are Supported by Level 18 Immolate (13–16)% increased Ignite Duration on Enemies |
of the Elder | 75 | Socketed Gems are Supported by Level 18 Immolate (13–16)% increased Ignite Duration on Enemies Group: 2719 | Socketed Gems are Supported by Level 20 Immolate (17–20)% increased Ignite Duration on Enemies |
of the Elder | 80 | Socketed Gems are Supported by Level 20 Immolate (17–20)% increased Ignite Duration on Enemies Group: 2719 | Socketed Gems are Supported by Level 25 Immolate (17–20)% increased Ignite Duration on Enemies |
of the Crusade | 68 | (31–35)% reduced Ignite Duration on you Group: 22 | (36–40)% reduced Ignite Duration on you |
of the Crusade | 70 | (36–40)% reduced Ignite Duration on you Group: 22 | (51–60)% reduced Ignite Duration on you |
of the Crusade | 75 | (51–60)% reduced Ignite Duration on you Group: 22 | (51–60)% reduced Ignite Duration on you (36–50)% increased Damage if you've been Ignited Recently |
of Redemption | 68 | (15–17)% increased Burning Damage (6–8)% chance to Ignite Group: 403 | (18–20)% increased Burning Damage (6–8)% chance to Ignite |
of Redemption | 75 | (18–20)% increased Burning Damage (6–8)% chance to Ignite Group: 403 | (10–15)% chance to Ignite Ignites you inflict deal Damage (10–15)% faster |
of the Hunt | 80 | You have Igniting Conflux for 3 seconds every 8 seconds Group: 3553 | (20–30)% increased Ignite Duration on Enemies You have Igniting Conflux for 3 seconds every 8 seconds |
The Shaper's | 68 | Unaffected by Burning Ground Group: 1511 | Unaffected by Ignite |
of the Crusade | 68 | (31–35)% chance to Avoid being Ignited Group: 408 | (36–40)% chance to Avoid being Ignited |
of the Crusade | 70 | (36–40)% chance to Avoid being Ignited Group: 408 | (51–60)% chance to Avoid being Ignited |
of the Crusade | 75 | (51–60)% chance to Avoid being Ignited Group: 408 | (71–80)% chance to Avoid being Ignited |
Warlord's | 68 | Unaffected by Burning Ground Group: 1511 | Unaffected by Ignite |
of the Hunt | 68 | Ignites you inflict deal Damage (7–9)% faster Group: 931 | Ignites you inflict deal Damage (10–12)% faster |
of the Hunt | 73 | Ignites you inflict deal Damage (10–12)% faster Group: 931 | (10–20)% increased Ignite Duration on Enemies Ignites you inflict deal Damage (11–15)% faster |
Ignite Monster /1 ⍟
Name | Modifiers | Spectre |
---|---|---|
Daemon | Y |
Base duration is 4 seconds

Weapon /63
Weight | Desc |
---|---|
250 (T1) | Adds 1 to 5 Fire Damage 10% chance to Ignite |
250 (T1) | Adds 3 to 6 Fire Damage 10% chance to Ignite |
250 (T1) | Adds 7 to 12 Fire Damage 10% chance to Ignite |
125 (T1) | Adds 12 to 19 Fire Damage 10% chance to Ignite |
63 (T1) | Adds 25 to 39 Fire Damage 10% chance to Ignite |
250 (T1) | Adds 4 to 9 Fire Damage 20% chance to Ignite |
250 (T1) | Adds 7 to 11 Fire Damage 20% chance to Ignite |
250 (T1) | Adds 13 to 22 Fire Damage 20% chance to Ignite |
125 (T1) | Adds 23 to 36 Fire Damage 20% chance to Ignite |
63 (T1) | Adds 48 to 71 Fire Damage 20% chance to Ignite |
125 (T1) | Adds 3 to 6 Fire Damage Adds 3 to 6 Cold Damage Adds 1 to Lightning Damage 5% chance to Freeze, Shock and Ignite |
63 (T1) | Adds 6 to 10 Fire Damage Adds 6 to 10 Cold Damage Adds 1 to Lightning Damage 5% chance to Freeze, Shock and Ignite |
31 (T1) | Adds 13 to 20 Fire Damage Adds 13 to 20 Cold Damage Adds 3 to Lightning Damage 5% chance to Freeze, Shock and Ignite |
125 (T1) | Adds 7 to 11 Fire Damage Adds 7 to 11 Cold Damage Adds 3 to Lightning Damage 10% chance to Freeze, Shock and Ignite |
63 (T1) | Adds 12 to 20 Fire Damage Adds 12 to 20 Cold Damage Adds 3 to Lightning Damage 10% chance to Freeze, Shock and Ignite |
31 (T1) | Adds 24 to 35 Fire Damage Adds 24 to 35 Cold Damage Adds 4 to Lightning Damage 10% chance to Freeze, Shock and Ignite |
250 (T1) | Adds 1 to 3 Fire Damage to Spells 10% chance to Ignite |
250 (T1) | Adds 2 to 4 Fire Damage to Spells 10% chance to Ignite |
250 (T1) | Adds 4 to 9 Fire Damage to Spells 10% chance to Ignite |
125 (T1) | Adds 8 to 14 Fire Damage to Spells 10% chance to Ignite |
63 (T1) | Adds 18 to 28 Fire Damage to Spells 10% chance to Ignite |
250 (T1) | Adds 2 to 6 Fire Damage to Spells 20% chance to Ignite |
250 (T1) | Adds 5 to 8 Fire Damage to Spells 20% chance to Ignite |
250 (T1) | Adds 9 to 16 Fire Damage to Spells 20% chance to Ignite |
125 (T1) | Adds 16 to 26 Fire Damage to Spells 20% chance to Ignite |
63 (T1) | Adds 34 to 51 Fire Damage to Spells 20% chance to Ignite |
2500 (T1) | Minions deal 1 to 3 additional Fire Damage Minions have 8% chance to Ignite |
2500 (T1) | Minions deal 2 to 4 additional Fire Damage Minions have 8% chance to Ignite |
2500 (T1) | Minions deal 4 to 9 additional Fire Damage Minions have 8% chance to Ignite |
1250 (T1) | Minions deal 8 to 14 additional Fire Damage Minions have 8% chance to Ignite |
630 (T1) | Minions deal 18 to 28 additional Fire Damage Minions have 8% chance to Ignite |
2500 (T1) | Minions deal 2 to 6 additional Fire Damage Minions have 16% chance to Ignite |
2500 (T1) | Minions deal 5 to 8 additional Fire Damage Minions have 16% chance to Ignite |
2500 (T1) | Minions deal 9 to 16 additional Fire Damage Minions have 16% chance to Ignite |
1250 (T1) | Minions deal 16 to 26 additional Fire Damage Minions have 16% chance to Ignite |
630 (T1) | Minions deal 34 to 51 additional Fire Damage Minions have 16% chance to Ignite |
250 (T3, T4) | 6% chance to Scorch Enemies Cannot inflict Ignite |
250 (T3, T4) | 10% chance to Scorch Enemies Cannot inflict Ignite |
250 (T3, T4) | 12% chance to Scorch Enemies Cannot inflict Ignite |
250 (T3, T4) | 20% chance to Scorch Enemies Cannot inflict Ignite |
300 (T3, T4) | 20% increased Ignite Duration on Enemies 15% increased Ignite Duration on you |
300 (T3, T4) | 30% increased Ignite Duration on Enemies 20% increased Ignite Duration on you |
300 (T3, T4) | 35% increased Ignite Duration on Enemies 30% increased Ignite Duration on you |
300 (T3, T4) | 50% increased Ignite Duration on Enemies 40% increased Ignite Duration on you |
750 (T3, T4) | 60% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 100% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 60% chance to Avoid being Frozen +20% chance to be Ignited |
750 (T3, T4) | 100% chance to Avoid being Frozen +20% chance to be Ignited |
800 (T3, T4) | 20% increased Ignite Duration on you Minions have 8% chance to Ignite |
800 (T3, T4) | 20% increased Ignite Duration on you Minions have 12% chance to Ignite |
800 (T3, T4) | 40% increased Ignite Duration on you Minions have 16% chance to Ignite |
800 (T3, T4) | 40% increased Ignite Duration on you Minions have 24% chance to Ignite |
100 (T3, T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
100 (T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
25 (T3, T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
25 (T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
1000 (T5) | All Damage from Lightning Arrow and Ice Shot Hits can Ignite 25% chance for Ignites inflicted with Lightning Arrow or Ice Shot to deal 100% more Damage |
500 (T5) | Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits Cannot Ignite, Chill, Freeze or Shock |
500 (T5) | All Damage from Lightning Strike and Frost Blades Hits can Ignite 15% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage |
1000 (T5) | All Damage from Lightning Strike and Frost Blades Hits can Ignite 25% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage |
1000 (T5) | All Damage from Shock Nova and Storm Call Hits can Ignite 15% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage |
1000 (T5) | All Damage from Shock Nova and Storm Call Hits can Ignite 25% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage |
1000 (T1, T2, T3, T4, T5) | Socketed Gems are Supported by Level 30 Ignite Proliferation |
Level Effect /20
Implicit |
---|
Deals Base Fire Damage per second Base duration is 4 seconds |
Level | Requires Level | Experience | |
---|---|---|---|
1 | 14 | ||
2 | 14 | ||
3 | 15 | ||
4 | 16 | ||
5 | 18 | ||
6 | 22 | ||
7 | 29 | ||
8 | 36 | ||
9 | 44 | ||
10 | 50 | ||
11 | 50 | ||
12 | 50 | ||
13 | 50 | ||
14 | 50 | ||
15 | 50 | ||
16 | 50 | ||
17 | 50 | ||
18 | 50 | ||
19 | 50 | ||
20 | 50 |
Ignite
Cost | iLvl 1: Normal: 3x![]() ![]() |
---|---|
Acronym | Ignite |
BaseType | Ignite |
TargetTypes | Enemy |
Type | Spell, Duration, Trappable, Totemable, Mineable, Triggerable, DamageOverTime, Fire |
ActiveSkillsCode | ignite |

stacking_ignite
Acronym | Ignite |
---|---|
IsBuffDefinition | 1 |
BuffMergeModesID | 1 |
IsCharged | 0 |
IsInvisible | 0 |
IsRemovable | 0 |
IsSkillBuff | 0 |
BuffGroupsID | -1 |
MaxStacks | 300 |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |

additional_ignite
Acronym | Ignite |
---|---|
IsBuffDefinition | 1 |
BuffMergeModesID | 1 |
IsCharged | 0 |
IsInvisible | 0 |
IsRemovable | 0 |
IsSkillBuff | 0 |
BuffGroupsID | -1 |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Community Wiki
Ignite

Ignite is an elemental ailment associated with Fire that causes the affected target to take burning damage (fire damage over time).
Mechanics
A hit of damage that has a chance to ignite is capable of inflicting ignite. Critical strikes inherently have a 100% chance to ignite. By default, only fire damage is able to inflict ignite, but certain equipment such as The Three Dragons, Hrimburn, Stormfire, or the Elemental Conflux buff can change which damage types are able to inflict ignite. Damage over time effects, such as Searing Bond, do not hit and therefore cannot inflict ignite.
Resistance modifiers like penetration do not affect the chance to ignite.
The base duration of ignite is 4 seconds. The burning damage over time is 125% of the base damage of the hit of fire damage (before increased and more multipliers and resistance calculations), per second. Therefore, over the base duration the target will take 500% of the base damage dealt. Increasing the duration of the Ignite, either via Temporal Chains or the % increased Ignite duration modifier, causes the ignite to deal the same damage per second for a greater period of time. Linking a skill that applies an ignite with Increased Duration Support will not increase the duration of the ignite.
The minimum effective duration of ignite is 300ms / 0.3s, if a application of ignite has a lower duration it does not apply (as of 3.13).
Separate applications of ignite do not stack cumulatively. Each ignite effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment. For example, assume an enemy is inflicted with ignite for 100 damage per second, then after 2 seconds it is inflicted with ignite for 50 damage per second. The outcome will be 400 damage over 4 seconds followed by 100 damage over 2 seconds.
An exception to ignite stacking does, however, exist. Emberwake grants an additional ignite, and equipping two would result in three ignite stacks.
As an ailment, modifiers to attack, spell, melee, and ranged damage will not apply to ignite, nor will damage modifiers that are only applicable to the skill itself.
The following modifiers will directly affect the damage of ignite:
- Damage
- Damage over Time
- Elemental Damage
- Fire Damage
- Burning Damage
- Ignite Damage
- Damage over Time Multiplier
- Fire Damage over Time Multiplier
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