Ignited
You're on fire
base_ignite_damage_taken_per_minute
Attribute /6

ignited

KeyValue
CostiLvl 1: Normal: 3xArmourer's Scrap · Normal: 10000xGold
AcronymIgnite
BuffIcon
BuffGroupsID-1
IsBuffDefinition1
BuffMergeModesID13
Crucible Weapon /4
WeightDesc
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
Codebase ignite damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsDiscrete
Ignite Monster /1 ⍟
NameModifiersSpectre
DaemonY
Ignite
Level: (1–20)
Cast Time: 0.70 sec
Requires Level (14–50)
Sets an enemy on fire from a distance.
Deals Base Fire Damage per second
Base duration is 4 seconds
Level Effect /20
Implicit
Deals Base Fire Damage per second
Base duration is 4 seconds
LevelRequires LevelExperience
114
214
315
416
518
622
729
836
944
1050
1150
1250
1350
1450
1550
1650
1750
1850
1950
2050
Attribute /6

Ignite

KeyValue
CostiLvl 1: Normal: 3xArmourer's Scrap · Normal: 10000xGold
AcronymIgnite
BaseType Ignite
TargetTypesEnemy
TypeSpell, Duration, Trappable, Totemable, Mineable, Triggerable, DamageOverTime, Fire
ActiveSkillsCodeignite
Crucible Weapon /63
WeightDesc
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
Supported By /20
  • Active Type: Spell, Duration, Trappable, Totemable, Mineable, Triggerable, DamageOverTime, Fire
  • IconName
    Trap Support
    Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a trap that will use the skill for you when an enemy walks near it. Traps cannot use channelling skills.
    Item Rarity Support
    Supports any skill that can kill enemies.
    Faster Casting Support
    Supports non-instant spell skills.
    Increased Duration Support
    Supports any skill with a duration.
    Spell Totem Support
    Supports spell skills that are not triggered. Instead of casting that spell, you will summon a totem that casts the spell for you.
    Blastchain Mine Support
    Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills.
    Less Duration Support
    Supports any skill that has a duration.
    Cast on Death Support
    Each supported spell skill will be triggered when you die. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
    Cast when Damage Taken Support
    Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
    Cast when Stunned Support
    Each supported spell skill will have a chance to be triggered when you are stunned. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered.
    Hypothermia Support
    Supports any skill that deals damage.
    Void Manipulation Support
    Supports any skill that deals damage.
    Swift Affliction Support
    Supports any skill that has a duration, or can hit enemies to inflict ailments on them.
    Efficacy Support
    Supports any skill that deals damage or has a duration.
    Brutality Support
    Supports any skill that deals damage.
    Arcane Surge Support
    Each supported spell will track how much mana you spend on it, granting a buff when the total mana spent reaches a threshold. Cannot support skills used by totems, traps, mines or skills with a reservation.
    High-Impact Mine Support
    Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills.
    Awakened Brutality Support
    Supports any skill that deals damage.
    Awakened Swift Affliction Support
    Supports any skill that has a duration, or can hit enemies to inflict ailments on them.
    Awakened Void Manipulation Support
    Supports any skill that deals damage.
    Skill Gem Quality /6
    ItemStats
    Burning Arrow(0–20)% more Damage with Ignite
    FlammabilityIgnite on Cursed enemies has (0–20)% increased Duration
    Flame SurgeBurning 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
    IncinerateFinal wave deals +(0–100)% more Damage with Hits
    Final wave deals +(0–50)% more Damage with Ignite
    Support Gem Quality /2
    ItemStats
    Controlled Blaze SupportSupported Skills have (0–10)% chance to Ignite
    [UNUSED] Conflagration SupportSupported Skills have (0–10)% chance to Ignite
    Item mods /187
    NameLevelPre/SufDescriptionWeight
    40CorruptedCannot be Ignitedring 1000
    default 0
    of Ignition15Suffix10% chance to Ignite elemental fire ailmentsceptre 1000
    wand 1000
    default 0
    of Combustion45Suffix15% chance to Ignite elemental fire ailmentsceptre 1000
    wand 1000
    default 0
    of Conflagration75Suffix20% chance to Ignite elemental fire ailmentsceptre 500
    wand 500
    default 0
    of Ignition15Suffix20% chance to Ignite elemental fire ailmentstaff 1000
    default 0
    of Combustion45Suffix25% chance to Ignite elemental fire ailmentstaff 1000
    default 0
    of Conflagration75Suffix30% chance to Ignite elemental fire ailmentstaff 500
    default 0
    of the Elder68SuffixSocketed 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 Elder75SuffixSocketed 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 Elder80SuffixSocketed 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's68PrefixAdds (19–26) to (38–46) Fire Damage against Ignited Enemies damage elemental fire ailmentring_elder 800
    default 0
    The Elder's75PrefixAdds (23–30) to (47–54) Fire Damage against Ignited Enemies damage elemental fire ailmentring_elder 800
    default 0
    of the Elder75SuffixRemove Ignite and Burning when you use a Flask elemental fire ailmentbelt_elder 400
    default 0
    of Shaping68SuffixSocketed 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 Shaping75SuffixSocketed 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 Elder68SuffixSocketed Gems are Supported by Level 18 Unbound Ailments
    (5–7)% chance to Freeze, Shock and Ignite
    elemental fire cold lightning ailment gem
    sceptre_elder 1000
    default 0
    of the Elder75SuffixSocketed Gems are Supported by Level 20 Unbound Ailments
    (8–10)% chance to Freeze, Shock and Ignite
    elemental fire cold lightning ailment gem
    sceptre_elder 1000
    default 0
    of the Crusade75Suffix(51–60)% chance to Avoid being Ignited elemental fire ailmentboots_crusader 1000
    quiver_crusader 1000
    default 0
    of the Hunt68SuffixIgnites you inflict deal Damage (7–9)% faster damage elemental fire ailmentboots_basilisk 500
    default 0
    of the Hunt73SuffixIgnites you inflict deal Damage (10–12)% faster damage elemental fire ailmentboots_basilisk 500
    default 0
    of the Crusade75Suffix(51–60)% reduced Ignite Duration on you elemental fire ailmenthelmet_crusader 1000
    default 0
    of Redemption68Suffix(15–17)% increased Burning Damage
    (6–8)% chance to Ignite
    damage elemental fire ailment
    helmet_eyrie 500
    default 0
    of Redemption75Suffix(18–20)% increased Burning Damage
    (6–8)% chance to Ignite
    damage elemental fire ailment
    helmet_eyrie 500
    default 0
    of the Conquest75SuffixRemove Ignite and Burning when you use a Flask elemental fire ailmentbelt_adjudicator 500
    default 0
    Warlord's68PrefixAdds (19–26) to (38–46) Fire Damage against Ignited Enemies damage elemental fire ailmentring_adjudicator 500
    default 0
    Warlord's75PrefixAdds (23–30) to (47–54) Fire Damage against Ignited Enemies damage elemental fire ailmentring_adjudicator 500
    default 0
    of the Hunt68SuffixIgnites you inflict deal Damage (8–12)% faster damage elemental fire ailmentsceptre_basilisk 500
    wand_basilisk 500
    default 0
    of the Hunt73SuffixIgnites you inflict deal Damage (13–15)% faster damage elemental fire ailmentsceptre_basilisk 500
    wand_basilisk 500
    default 0
    of the Hunt68SuffixIgnites you inflict deal Damage (18–21)% faster damage elemental fire ailmentstaff_basilisk 500
    warstaff_basilisk 500
    default 0
    of the Hunt73SuffixIgnites you inflict deal Damage (22–25)% faster damage elemental fire ailmentstaff_basilisk 500
    warstaff_basilisk 500
    default 0
    1FlaskEnchantmentInjectorUsed when you become Ignitedflask 100
    default 0
    68ScourgeUpside(31–35)% reduced Ignite Duration on you elemental fire ailmentring 500
    default 0
    68ScourgeUpside(36–40)% reduced Ignite Duration on you elemental fire ailmentring 500
    default 0
    45ScourgeUpside(26–30)% chance to Avoid being Ignited elemental fire ailmentring 500
    default 0
    68ScourgeUpside(31–35)% chance to Avoid being Ignited elemental fire ailmentring 500
    default 0
    68ScourgeUpside(36–40)% chance to Avoid being Ignited elemental fire ailmentring 500
    default 0
    45ScourgeUpside(5–6)% chance to Ignite elemental fire ailmentsceptre 500
    wand 500
    default 0
    68ScourgeUpside(7–8)% chance to Ignite elemental fire ailmentsceptre 500
    wand 500
    default 0
    68ScourgeUpside(9–10)% chance to Ignite elemental fire ailmentsceptre 500
    wand 500
    default 0
    45ScourgeUpside(7–9)% chance to Ignite elemental fire ailmentstaff 500
    default 0
    68ScourgeUpside(10–12)% chance to Ignite elemental fire ailmentstaff 500
    default 0
    68ScourgeUpside(13–15)% chance to Ignite elemental fire ailmentstaff 500
    default 0
    45ScourgeUpsideIgnites you inflict deal Damage (4–5)% faster damage elemental fire ailmentsceptre 500
    wand 500
    default 0
    68ScourgeUpsideIgnites you inflict deal Damage (6–7)% faster damage elemental fire ailmentsceptre 500
    wand 500
    default 0
    68ScourgeUpsideIgnites you inflict deal Damage (8–9)% faster damage elemental fire ailmentsceptre 500
    wand 500
    default 0
    45ScourgeUpsideIgnites you inflict deal Damage (8–9)% faster damage elemental fire ailmentstaff 500
    default 0
    68ScourgeUpsideIgnites you inflict deal Damage (10–11)% faster damage elemental fire ailmentstaff 500
    default 0
    68ScourgeUpsideIgnites you inflict deal Damage (12–13)% faster damage elemental fire ailmentstaff 500
    default 0
    75RedImplicitIgnites you inflict spread to other Enemies within 1.2 metres elemental fire ailmentno_tier_6_eldritch_implicit 0
    gloves 400
    default 0
    75RedImplicitIgnites you inflict spread to other Enemies within 1.3 metres elemental fire ailmentno_tier_5_eldritch_implicit 0
    gloves 400
    default 0
    75RedImplicitIgnites you inflict spread to other Enemies within 1.4 metres elemental fire ailmentno_tier_4_eldritch_implicit 0
    gloves 400
    default 0
    75RedImplicitIgnites you inflict spread to other Enemies within 1.5 metres elemental fire ailmentno_tier_3_eldritch_implicit 0
    gloves 400
    default 0
    75RedImplicitIgnites you inflict spread to other Enemies within 1.6 metres elemental fire ailmentno_tier_2_eldritch_implicit 0
    gloves 400
    default 0
    75RedImplicitIgnites you inflict spread to other Enemies within 1.7 metres elemental fire ailmentno_tier_1_eldritch_implicit 0
    gloves 400
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailmentno_tier_5_eldritch_implicit 0
    gloves 200
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.7 metres elemental fire ailmentno_tier_4_eldritch_implicit 0
    gloves 200
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.8 metres elemental fire ailmentno_tier_3_eldritch_implicit 0
    gloves 200
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.9 metres elemental fire ailmentno_tier_2_eldritch_implicit 0
    gloves 200
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 2 metres elemental fire ailmentno_tier_1_eldritch_implicit 0
    gloves 200
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2 metres elemental fire ailmentno_tier_4_eldritch_implicit 0
    gloves 80
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.1 metres elemental fire ailmentno_tier_3_eldritch_implicit 0
    gloves 80
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.2 metres elemental fire ailmentno_tier_2_eldritch_implicit 0
    gloves 80
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.3 metres elemental fire ailmentno_tier_1_eldritch_implicit 0
    gloves 80
    default 0
    75BlueImplicit5% chance to Ignite elemental fire ailmentno_tier_6_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit10% chance to Ignite elemental fire ailmentno_tier_5_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit15% chance to Ignite elemental fire ailmentno_tier_4_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit20% chance to Ignite elemental fire ailmentno_tier_3_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit25% chance to Ignite elemental fire ailmentno_tier_2_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit30% chance to Ignite elemental fire ailmentno_tier_1_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, 20% chance to Ignite elemental fire ailmentno_tier_5_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, 25% chance to Ignite elemental fire ailmentno_tier_4_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, 30% chance to Ignite elemental fire ailmentno_tier_3_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, 35% chance to Ignite elemental fire ailmentno_tier_2_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, 40% chance to Ignite elemental fire ailmentno_tier_1_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 35% chance to Ignite elemental fire ailmentno_tier_4_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 40% chance to Ignite elemental fire ailmentno_tier_3_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 45% chance to Ignite elemental fire ailmentno_tier_2_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, 50% chance to Ignite elemental fire ailmentno_tier_1_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicit(33–35)% reduced Ignite Duration on you elemental fire ailmentno_tier_6_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit(36–38)% reduced Ignite Duration on you elemental fire ailmentno_tier_5_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit(39–41)% reduced Ignite Duration on you elemental fire ailmentno_tier_4_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit(42–44)% reduced Ignite Duration on you elemental fire ailmentno_tier_3_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit(45–47)% reduced Ignite Duration on you elemental fire ailmentno_tier_2_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicit(48–50)% reduced Ignite Duration on you elemental fire ailmentno_tier_1_eldritch_implicit 0
    helmet 700
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, (45–47)% reduced Ignite Duration on you elemental fire ailmentno_tier_5_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, (48–50)% reduced Ignite Duration on you elemental fire ailmentno_tier_4_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, (51–53)% reduced Ignite Duration on you elemental fire ailmentno_tier_3_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, (54–57)% reduced Ignite Duration on you elemental fire ailmentno_tier_2_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, (58–61)% reduced Ignite Duration on you elemental fire ailmentno_tier_1_eldritch_implicit 0
    helmet 350
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% reduced Ignite Duration on you elemental fire ailmentno_tier_4_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% reduced Ignite Duration on you elemental fire ailmentno_tier_3_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% reduced Ignite Duration on you elemental fire ailmentno_tier_2_eldritch_implicit 0
    helmet 140
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% reduced Ignite Duration on you elemental fire ailmentno_tier_1_eldritch_implicit 0
    helmet 140
    default 0
    75RedImplicit(33–35)% chance to Avoid being Ignited elemental fire ailmentno_tier_6_eldritch_implicit 0
    boots 700
    default 0
    75RedImplicit(36–38)% chance to Avoid being Ignited elemental fire ailmentno_tier_5_eldritch_implicit 0
    boots 700
    default 0
    75RedImplicit(39–41)% chance to Avoid being Ignited elemental fire ailmentno_tier_4_eldritch_implicit 0
    boots 700
    default 0
    75RedImplicit(42–44)% chance to Avoid being Ignited elemental fire ailmentno_tier_3_eldritch_implicit 0
    boots 700
    default 0
    75RedImplicit(45–47)% chance to Avoid being Ignited elemental fire ailmentno_tier_2_eldritch_implicit 0
    boots 700
    default 0
    75RedImplicit(48–50)% chance to Avoid being Ignited elemental fire ailmentno_tier_1_eldritch_implicit 0
    boots 700
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, (45–47)% chance to Avoid being Ignited elemental fire ailmentno_tier_5_eldritch_implicit 0
    boots 350
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, (48–50)% chance to Avoid being Ignited elemental fire ailmentno_tier_4_eldritch_implicit 0
    boots 350
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, (51–53)% chance to Avoid being Ignited elemental fire ailmentno_tier_3_eldritch_implicit 0
    boots 350
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, (54–57)% chance to Avoid being Ignited elemental fire ailmentno_tier_2_eldritch_implicit 0
    boots 350
    default 0
    75RedImplicitWhile a Unique Enemy is in your Presence, (58–61)% chance to Avoid being Ignited elemental fire ailmentno_tier_1_eldritch_implicit 0
    boots 350
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid being Ignited elemental fire ailmentno_tier_4_eldritch_implicit 0
    boots 140
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid being Ignited elemental fire ailmentno_tier_3_eldritch_implicit 0
    boots 140
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid being Ignited elemental fire ailmentno_tier_2_eldritch_implicit 0
    boots 140
    default 0
    75RedImplicitWhile a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid being Ignited elemental fire ailmentno_tier_1_eldritch_implicit 0
    boots 140
    default 0
    75BlueImplicitIgnites you inflict deal Damage 5% faster damage elemental fire ailmentno_tier_6_eldritch_implicit 0
    boots 600
    default 0
    75BlueImplicitIgnites you inflict deal Damage 6% faster damage elemental fire ailmentno_tier_5_eldritch_implicit 0
    boots 600
    default 0
    75BlueImplicitIgnites you inflict deal Damage 7% faster damage elemental fire ailmentno_tier_4_eldritch_implicit 0
    boots 600
    default 0
    75BlueImplicitIgnites you inflict deal Damage 8% faster damage elemental fire ailmentno_tier_3_eldritch_implicit 0
    boots 600
    default 0
    75BlueImplicitIgnites you inflict deal Damage 9% faster damage elemental fire ailmentno_tier_2_eldritch_implicit 0
    boots 600
    default 0
    75BlueImplicitIgnites you inflict deal Damage 10% faster damage elemental fire ailmentno_tier_1_eldritch_implicit 0
    boots 600
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict deal Damage 9% faster elemental fire ailmentno_tier_5_eldritch_implicit 0
    boots 300
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict deal Damage 10% faster elemental fire ailmentno_tier_4_eldritch_implicit 0
    boots 300
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict deal Damage 11% faster elemental fire ailmentno_tier_3_eldritch_implicit 0
    boots 300
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict deal Damage 12% faster elemental fire ailmentno_tier_2_eldritch_implicit 0
    boots 300
    default 0
    75BlueImplicitWhile a Unique Enemy is in your Presence, Ignites you inflict deal Damage 13% faster elemental fire ailmentno_tier_1_eldritch_implicit 0
    boots 300
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 13% faster elemental fire ailmentno_tier_4_eldritch_implicit 0
    boots 120
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 14% faster elemental fire ailmentno_tier_3_eldritch_implicit 0
    boots 120
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 15% faster elemental fire ailmentno_tier_2_eldritch_implicit 0
    boots 120
    default 0
    75BlueImplicitWhile a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 16% faster elemental fire ailmentno_tier_1_eldritch_implicit 0
    boots 120
    default 0
    1WeaponTreeAdds 1 to 5 Fire Damage
    10% chance to Ignite
    one_hand_weapon 250
    default 0
    26WeaponTreeAdds 3 to 6 Fire Damage
    10% chance to Ignite
    one_hand_weapon 250
    default 0
    42WeaponTreeAdds 7 to 12 Fire Damage
    10% chance to Ignite
    one_hand_weapon 250
    default 0
    62WeaponTreeAdds 12 to 19 Fire Damage
    10% chance to Ignite
    one_hand_weapon 125
    default 0
    82WeaponTreeAdds 25 to 39 Fire Damage
    10% chance to Ignite
    one_hand_weapon 63
    default 0
    1WeaponTreeAdds 4 to 9 Fire Damage
    20% chance to Ignite
    two_hand_weapon 250
    default 0
    26WeaponTreeAdds 7 to 11 Fire Damage
    20% chance to Ignite
    two_hand_weapon 250
    default 0
    42WeaponTreeAdds 13 to 22 Fire Damage
    20% chance to Ignite
    two_hand_weapon 250
    default 0
    62WeaponTreeAdds 23 to 36 Fire Damage
    20% chance to Ignite
    two_hand_weapon 125
    default 0
    82WeaponTreeAdds 48 to 71 Fire Damage
    20% chance to Ignite
    two_hand_weapon 63
    default 0
    36WeaponTreeAdds 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
    60WeaponTreeAdds 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
    85WeaponTreeAdds 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
    36WeaponTreeAdds 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
    60WeaponTreeAdds 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
    85WeaponTreeAdds 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
    1WeaponTreeAdds 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
    26WeaponTreeAdds 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
    42WeaponTreeAdds 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
    62WeaponTreeAdds 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
    82WeaponTreeAdds 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
    1WeaponTreeAdds 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
    26WeaponTreeAdds 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
    42WeaponTreeAdds 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
    62WeaponTreeAdds 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
    82WeaponTreeAdds 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
    1WeaponTreeMinions 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
    26WeaponTreeMinions 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
    42WeaponTreeMinions 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
    62WeaponTreeMinions 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
    82WeaponTreeMinions 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
    1WeaponTreeMinions 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
    26WeaponTreeMinions 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
    42WeaponTreeMinions 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
    62WeaponTreeMinions 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
    82WeaponTreeMinions 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
    25WeaponTree6% chance to Scorch Enemies
    Cannot inflict Ignite
    one_hand_weapon 250
    default 0
    68WeaponTree10% chance to Scorch Enemies
    Cannot inflict Ignite
    one_hand_weapon 250
    default 0
    25WeaponTree12% chance to Scorch Enemies
    Cannot inflict Ignite
    two_hand_weapon 250
    default 0
    68WeaponTree20% chance to Scorch Enemies
    Cannot inflict Ignite
    two_hand_weapon 250
    default 0
    1WeaponTree20% increased Ignite Duration on Enemies
    15% increased Ignite Duration on you
    one_hand_weapon 300
    shield 300
    default 0
    45WeaponTree30% increased Ignite Duration on Enemies
    20% increased Ignite Duration on you
    one_hand_weapon 300
    shield 300
    default 0
    1WeaponTree35% increased Ignite Duration on Enemies
    30% increased Ignite Duration on you
    two_hand_weapon 300
    default 0
    45WeaponTree50% increased Ignite Duration on Enemies
    40% increased Ignite Duration on you
    two_hand_weapon 300
    default 0
    1WeaponTree60% chance to Avoid being Ignited
    +20% chance to be Shocked
    shield 750
    default 0
    60WeaponTree100% chance to Avoid being Ignited
    +20% chance to be Shocked
    shield 750
    default 0
    1WeaponTree60% chance to Avoid being Frozen
    +20% chance to be Ignited
    shield 750
    default 0
    60WeaponTree100% chance to Avoid being Frozen
    +20% chance to be Ignited
    shield 750
    default 0
    25WeaponTree20% 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
    78WeaponTree20% 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
    25WeaponTree40% 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
    78WeaponTree40% 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
    38WeaponTreeSocketed Gems are Supported by Level 10 Ignite Proliferationone_hand_weapon 100
    shield 100
    default 0
    38WeaponTreeSocketed Gems are Supported by Level 10 Ignite Proliferationtwo_hand_weapon 100
    default 0
    38WeaponTreeSocketed Gems are Supported by Level 10 Ignite Proliferationone_hand_weapon 25
    shield 25
    default 0
    38WeaponTreeSocketed Gems are Supported by Level 10 Ignite Proliferationtwo_hand_weapon 25
    default 0
    1WeaponTreeAll 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
    1WeaponTreeAlways inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits
    Cannot Ignite, Chill, Freeze or Shock
    shield 500
    weapon 500
    default 0
    1WeaponTreeAll 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
    1WeaponTreeAll 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
    1WeaponTreeAll 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
    1WeaponTreeAll 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
    1WeaponTreeSocketed Gems are Supported by Level 30 Ignite Proliferationcrucible_unique_staff 1000
    default 0
    of Haunting16Suffix(60–75)% chance to Avoid being Ignited elemental fire ailmentnecropolis_boots 500
    default 0
    Enchantment Modifier /11
    NameLevelPre/SufDescriptionWeight
    Enchantment Status Ailments 153Enchantment6% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
    default 0
    Enchantment Status Ailments 266Enchantment8% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
    default 0
    Enchantment Status Ailments 375Enchantment10% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailmentboots 100
    default 0
    Enchantment Burning Arrow Ignite Chance 166EnchantmentBurning Arrow has +20% chance to Ignite elemental fire attack ailmenthelmet 100
    default 0
    Enchantment Burning Arrow Ignite Chance 275EnchantmentBurning Arrow has +30% chance to Ignite elemental fire attack ailmenthelmet 100
    default 0
    Enchantment Elemental Hit Chance To Freeze Shock Ignite 166EnchantmentElemental Hit has +20% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailmenthelmet 100
    default 0
    Enchantment Elemental Hit Chance To Freeze Shock Ignite 275EnchantmentElemental Hit has +30% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailmenthelmet 100
    default 0
    Enchantment Fireball Ignite Chance 166EnchantmentFireball has +20% chance to Ignite elemental fire caster ailmenthelmet 100
    default 0
    Enchantment Fireball Ignite Chance 275EnchantmentFireball has +30% chance to Ignite elemental fire caster ailmenthelmet 100
    default 0
    Enchantment Burning Arrow Ignite Chance 166EnchantmentBurning Arrow has +16% chance to Ignite elemental fire attack ailmenthelmet 0
    default 0
    Enchantment Burning Arrow Ignite Chance 275EnchantmentBurning Arrow has +24% chance to Ignite elemental fire attack ailmenthelmet 0
    default 0
    Monsters mods /28
    NameLevelPre/SufDescriptionWeight
    1UniqueAlways Ignite elemental fire ailment
    1Unique50% chance to Ignite elemental fire ailment
    1Unique100% chance to Avoid being Ignited elemental fire ailment
    Igniting34UniqueHits 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-striding13Unique30% increased Fire Damage
    +40% to Fire Resistance
    Hits always Ignite
    Gain 25% of Physical Damage as Extra Fire Damage
    50% of Physical Damage Converted to Fire Damage
    ignite damage +% [200]
    scorch ailment effect on self +% [-50]
    no_common_monster_mods 0
    immobile 0
    no_strider_mod 0
    magic 0
    default 1000
    Elemental46Unique+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
    Elemental24Unique+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
    Igniting34UniqueHits 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-striding13Unique30% increased Fire Damage
    +40% to Fire Resistance
    Hits always Ignite
    Gain 25% of Physical Damage as Extra Fire Damage
    50% of Physical Damage Converted to Fire Damage
    ignite damage +% [200]
    scorch ailment effect on self +% [-50]
    immobile 0
    no_strider_mod 0
    not_part_of_pack 0
    rare 0
    default 1000
    1UniqueHits always Ignite
    25% increased Ignite Duration on Enemies
    All Damage can Ignite
    ignite damage +% [100]
    1Unique100% 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
    1UniqueAvoids Ignited
    100% chance to Avoid being Chilled
    100% chance to Avoid being Frozen
    Unaffected by Shock
    elemental fire cold lightning ailment
    1UniqueAvoids Frozen
    Avoids Chilled
    Avoids Ignited
    Unaffected by Shock
    elemental fire cold lightning ailment
    1UniqueAvoids Frozen
    Avoids Chilled
    100% chance to Avoid being Ignited
    Unaffected by Shock
    elemental fire cold lightning ailment
    1UniqueGain 20% of Physical Damage as Extra Fire Damage
    50% chance to Ignite
    bleed damage physical elemental fire ailment
    Arsonist's Touch1Torment+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 Grip1Torment+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
    1Uniqueignite art variation [1]
    1Uniqueignite art variation [2]
    1Unique25% chance to Ignite elemental fire ailment
    Three Hands Talisman1Talisman50% 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
    1Uniqueself bleed duration +% final [-50]
    self ignite duration +% final [-50]
    self poison duration +% final [-50]
    bleed poison physical elemental fire chaos attack ailment
    1UniqueGain 50% of Physical Damage as Extra Fire Damage
    Always Ignite
    All Damage can Ignite
    bleed damage physical elemental fire ailment
    1Unique50% 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 Magma1Suffix+75% to Fire Resistance
    80% reduced Ignite Duration on you
    default 5000
    of Ignition34SuffixHits always Ignite
    ignite damage +% [0]
    fire_affinity 2500
    default 0
    1UniqueHits always Ignite
    All Damage can Ignite
    1UniqueNon-Damaging Elemental Ailments you inflict have 50% less Effect
    self bleed duration +% final [-50]
    self ignite duration +% final [-50]
    self poison duration +% final [-50]
    Abyss Jewel mods /4
    NameLevelPre/SufDescriptionWeight
    1Corrupted(20–25)% chance to Avoid being Ignited elemental fire ailmentdefault 1000
    of Combustion60SuffixMinions have (10–15)% chance to Ignite elemental fire minion ailmentabyss_jewel_summoner 400
    default 0
    of Nonflammability50Suffix(31–40)% chance to Avoid being Ignited elemental fire ailmentdefault 300
    of Fireproofing70Suffix(41–50)% chance to Avoid being Ignited elemental fire ailmentdefault 150
    Fossil mods /1
    NameLevelPre/SufDescriptionWeight
    of the Underground1SuffixCannot be Shocked or Ignited while moving elemental lightning ailmentabyss_jewel 0
    jewel 0
    ring 2000
    default 0
    Map mods /8
    NameLevelPre/SufDescriptionWeight
    Empowered1PrefixMonsters have a 15% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    uber_tier_map 0
    mid_tier_map 800
    expedition_logbook 0
    primordial_map 0
    default 0
    Empowered1PrefixMonsters have a 10% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    uber_tier_map 0
    top_tier_map 0
    expedition_logbook 800
    default 0
    Empowered73PrefixMonsters have a 15% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    uber_tier_map 0
    top_tier_map 0
    expedition_logbook 800
    default 0
    Empowered1PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    uber_tier_map 0
    top_tier_map 800
    maven_map 0
    expedition_logbook 0
    primordial_map 0
    default 0
    Empowered1PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    elemental fire cold lightning ailment
    uber_tier_map 0
    top_tier_map 0
    maven_map 800
    primordial_map 800
    default 0
    Empowered78PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    uber_tier_map 0
    top_tier_map 0
    expedition_logbook 800
    default 0
    Conflagrating1PrefixAll 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
    uber_tier_map 0
    secret_area 0
    unique_map 0
    maven_map 0
    expedition_logbook 0
    primordial_map 0
    default 650
    Conflagrating1PrefixAll 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
    uber_tier_map 0
    secret_area 0
    unique_map 0
    maven_map 650
    primordial_map 650
    default 0
    Delve Area mods /4
    NameLevelPre/SufDescriptionWeight
    92DelveAreaAll 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
    1DelveAreaMonsters have a (10–15)% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    default 1000
    52DelveAreaMonsters have a (16–25)% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    default 1000
    173DelveAreaMonsters have a (26–35)% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    default 1000
    Heist Area mods /3
    NameLevelPre/SufDescriptionWeight
    Conflagrating46PrefixAll 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
    Empowered73PrefixMonsters have a 15% chance to Ignite, Freeze and Shock on Hit
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [0]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    ailment
    default 800
    Empowered78PrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
    heist contract alert level +% final [-5]
    heist contract lockdown timer +% [0]
    heist monster spawner alive limit +% [5]
    map item drop quantity +% [13]
    map item drop rarity +% [8]
    ailment
    default 800
    Veiled mods /3
    NameLevelPre/SufDescriptionWeight
    Chosen60Prefix(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
    Chosen60Prefix(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 Order60Suffix+(31–35) to Strength
    (21–25)% chance to Avoid being Ignited
    attribute
    body_armour 1000
    shield 1000
    default 0
    Crafting Bench /11
    ModRequireItemClassesUnlock
    (41–50)% reduced Ignite Duration on you4x Orb of AlterationRingThe Ascent
    (51–60)% reduced Ignite Duration on you2x Chaos OrbRingWasteland Map
    (60–64)% increased Fire Damage
    (21–24)% chance to Ignite
    3x Orb of AlchemyTwo Hand MeleeBetrayal Unveil
    (65–72)% increased Fire Damage
    (25–28)% chance to Ignite
    3x Chaos OrbTwo Hand MeleeBetrayal Unveil
    (73–80)% increased Fire Damage
    (29–34)% chance to Ignite
    8x Chaos OrbTwo Hand MeleeBetrayal Unveil
    (36–41)% increased Fire Damage
    (13–15)% chance to Ignite
    3x Orb of AlchemyOne Hand Melee · One Hand RangedBetrayal Unveil
    (42–50)% increased Fire Damage
    (16–17)% chance to Ignite
    3x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil
    (51–60)% increased Fire Damage
    (18–20)% chance to Ignite
    8x Chaos OrbOne Hand Melee · One Hand RangedBetrayal Unveil
    +(10–15) to Strength
    (21–25)% chance to Avoid being Ignited
    8x Armourer's ScrapBody Armour · ShieldBetrayal Unveil
    +(16–20) to Strength
    (21–25)% chance to Avoid being Ignited
    3x Orb of AlchemyBody Armour · ShieldBetrayal Unveil
    +(21–25) to Strength
    (21–25)% chance to Avoid being Ignited
    4x Chaos OrbBody Armour · ShieldBetrayal Unveil
    Misc mods /62
    NameLevelDomainPre/SufDescriptionWeight
    1FlaskUniqueGrants Immunity to Ignite for 4 seconds if used while Ignited
    Removes all Burning when used
    elemental fire ailment
    of Foisting12FlaskSuffix(19–22)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
    default 0
    of Imposing32FlaskSuffix(23–26)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
    default 0
    of Wreaking52FlaskSuffix(27–30)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
    default 0
    of Infliction72FlaskSuffix(31–34)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailmentutility_flask 750
    default 0
    [UNUSED] Ignite duration 16FlaskSuffix(35–45)% reduced Ignite Duration on you during Effectutility_flask 0
    default 0
    of the Guppy6FlaskSuffix(31–35)% chance to Avoid being Ignited during Effectutility_flask 600
    default 0
    of the Goldfish25FlaskSuffix(36–40)% chance to Avoid being Ignited during Effectutility_flask 600
    default 0
    of the Carp44FlaskSuffix(41–45)% chance to Avoid being Ignited during Effectutility_flask 600
    default 0
    of the Catfish63FlaskSuffix(46–50)% chance to Avoid being Ignited during Effectutility_flask 600
    default 0
    of the Sunfish82FlaskSuffix(51–55)% chance to Avoid being Ignited during Effectutility_flask 600
    default 0
    1FlaskUniqueEnemies Ignited by you during Effect take (7–10)% increased Damage damage
    1FlaskUniqueRecharges 1 Charge when you Consume an Ignited corpse
    1FlaskUniqueRecharges 5 Charges when you Consume an Ignited corpse
    of Damping6FlaskSuffixGrants Immunity to Ignite for (6–8) seconds if used while Ignited
    Removes all Burning when used
    utility_flask 0
    default 750
    of Quashing30FlaskSuffixGrants Immunity to Ignite for (9–11) seconds if used while Ignited
    Removes all Burning when used
    utility_flask 0
    default 750
    of Quelling54FlaskSuffixGrants Immunity to Ignite for (12–14) seconds if used while Ignited
    Removes all Burning when used
    utility_flask 0
    default 750
    of Quenching78FlaskSuffixGrants Immunity to Ignite for (15–17) seconds if used while Ignited
    Removes all Burning when used
    utility_flask 0
    default 750
    of the Urchin6FlaskSuffix(45–49)% less Duration
    Immunity to Ignite during Effect
    Removes Burning on use
    utility_flask 1000
    default 0
    of the Mussel40FlaskSuffix(40–44)% less Duration
    Immunity to Ignite during Effect
    Removes Burning on use
    utility_flask 1000
    default 0
    of the Starfish74FlaskSuffix(35–39)% less Duration
    Immunity to Ignite during Effect
    Removes Burning on use
    utility_flask 1000
    default 0
    Incandescent1ChestPrefixIgnites you when activateddefault 1000
    1JewelCorrupted(3–5)% reduced Ignite Duration on you elemental fire ailmentjewel 0
    default 0
    1JewelCorrupted(20–25)% chance to Avoid being Ignited elemental fire ailmentjewel 0
    default 0
    1JewelCorrupted(20–25)% reduced Ignite Duration on you elemental fire ailmentjewel 1000
    default 0
    1JewelUnique2% chance to Ignite elemental fire ailment
    of the Flameruler1JewelSuffix(30–35)% reduced Ignite Duration on you elemental fire ailmentdefault 250
    of Burning1JewelSuffix(6–8)% increased Ignite Duration on Enemies
    (3–5)% chance to Ignite
    elemental fire ailment
    not_str 250
    default 350
    1JewelUnique(10–20)% increased Movement Speed while Ignited speed
    1JewelUniqueIgnited Enemies Killed by your Hits are destroyed elemental fire attack ailment
    1JewelUniqueWith 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
    1JewelUnique15% reduced Ignite Duration on you elemental fire ailmentjewel 1
    default 0
    1JewelUnique15% chance to Avoid being Ignited elemental fire ailmentjewel 1
    default 0
    1JewelUniqueWith 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
    1JewelUniqueModifiers to Ignite Duration on you apply to all Elemental Ailments
    1ExpeditionRelicPrefixMonsters 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
    10ExpeditionRelicPrefixAll Damage from Monsters' Hits can Ignite
    Monsters' Hits have 20% chance to Ignite
    Monsters have 100% increased Ignite Duration
    default 1000
    1PrimordialAltarUniqueHits always Ignite
    All Damage can Ignite
    primordial_altar_upside 0
    cleansing_fire_altar 0
    default 0
    1PrimordialAltarUniqueHits 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
    Incendiary75SanctumSpecialPrefixIgnites you inflict spread to other Enemies within 1.6 metres elemental fire ailmentstr_special_relic 200
    default 50
    of Ignition75SanctumSpecialSuffix(20–30)% chance to Ignite elemental fire ailmentstr_special_relic 600
    default 150
    of Dousing75SanctumSpecialSuffix(40–50)% reduced Ignite Duration on you elemental fire ailmentstr_special_relic 600
    default 150
    of the Blameless75SanctumSpecialSuffix(40–50)% chance to Avoid being Ignited elemental fire ailmentstr_special_relic 600
    default 150
    Witch-burning75SanctumSpecialPrefixIgnites you inflict deal Damage (7–10)% faster damage elemental fire ailmentstr_special_relic 200
    default 50
    Apocalyptic84SanctumSpecialPrefixYour Cold Damage can Ignite elemental fire cold ailmentdex_special_relic 200
    default 50
    of Combustion1CrucibleMapSuffixAll Damage from Monsters' Hits can Ignite
    Monsters' Hits always Ignite
    map item drop quantity +% [12]
    map item drop rarity +% [7]
    uber_tier_map 0
    crucible_map_low 400
    default 0
    of Combustion1CrucibleMapSuffixAll 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]
    uber_tier_map 0
    crucible_map_high 400
    default 0
    1TinctureUniqueAll Damage can Ignite elemental fire attack ailment
    Singeing70TincturePrefix(9–13)% chance to refresh Ignite Duration on Hittincture 100
    default 0
    Charring70TincturePrefix(14–18)% chance to refresh Ignite Duration on Hittincture 100
    default 0
    Roasting81TincturePrefix(19–25)% chance to refresh Ignite Duration on Hittincture 50
    default 0
    of the Chieftain1CharmSuffix(20–30)% reduced Ignite Duration on youstr_animal_charm 1000
    default 0
    of the Chieftain60CharmSuffix(31–50)% reduced Ignite Duration on youstr_animal_charm 500
    default 0
    Elementalist's81CharmPrefixAll Damage can Igniteint_animal_charm 20
    default 0
    Elementalist's1CharmPrefix(10–15)% chance to Freeze, Shock and Igniteint_animal_charm 1000
    default 0
    Elementalist's60CharmPrefix(16–25)% chance to Freeze, Shock and Igniteint_animal_charm 500
    default 0
    9Necropolis20% chance to Ignite
    All Damage can Ignite
    monster necropolis mod value +% [40]
    default 300
    38Necropolis50% chance to Ignite
    All Damage can Ignite
    monster necropolis mod value +% [80]
    default 200
    68NecropolisAlways Ignite
    All Damage can Ignite
    monster necropolis mod value +% [120]
    default 100
    Afflicting1UberMapPrefixAll Monster Damage can Ignite, Freeze and Shock
    Monsters Ignite, Freeze and Shock on Hit
    36% increased Quantity of Items found in this Area
    13% increased Rarity of Items found in this Area
    6% increased Pack size
    uber_tier_map 50
    default 0
    Empowered1UberMapPrefixMonsters have a 20% chance to Ignite, Freeze and Shock on Hit
    13% increased Quantity of Items found in this Area
    8% increased Rarity of Items found in this Area
    5% increased Pack size
    elemental fire cold lightning ailment
    has_uber_map_prefix 96
    default 0
    Conflagrating1UberMapPrefixAll 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
    has_uber_map_prefix 78
    default 0
    Item /2
    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 /99
    +(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
    Adds (20–25) to (30–50) Fire Damage to Spells and Attacks
    (25–30)% increased Lightning Damage
    +(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 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
    You grant (4–6) Frenzy Charges to allies on Death
    +(26–30)% to all Elemental Resistances
    Your Fire Damage can Shock but not Ignite
    Your Cold Damage can Ignite but not Freeze or Chill
    Your Lightning Damage can Freeze but not Shock
    (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
    (240–300)% increased Armour and Energy Shield
    Regenerate (100–200) Life per second
    +5% to maximum Fire Resistance
    +(20–25)% to Fire Resistance
    +25% to Fire Resistance while on Low Life
    10% increased Movement Speed when on Low Life
    100% chance to Avoid being Ignited while 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
    (160–180)% increased Armour and Energy Shield
    +(50–60)% to Fire Resistance
    25% increased Movement Speed
    (10–15)% chance to Ignite
    (25–40)% increased Damage with Hits and Ailments against Ignited Enemies
    (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
    +(20–30)% to Fire Resistance
    +(25–40)% to Cold Resistance
    (25–40)% increased Attack Speed while Ignited
    (25–40)% increased Cast Speed while Ignited
    +25% chance to be 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
    (150–180)% increased Armour and Energy Shield
    +(50–70) to maximum Life
    (20–40)% increased Mana Regeneration Rate
    Removes Elemental Ailments on Rampage
    Gain Immunity to Physical Damage for 1.5 seconds on Rampage
    Rampage
    (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    (You gain Rampage bonuses for Killing multiple Enemies in quick succession)
    +(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
    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
    (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
    (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
    (30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
    30% reduced Spell Damage taken from Blinded Enemies
    No Chance to Block
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    30% increased Elemental Damage
    Adds (1–10) to (150–200) Lightning Damage to Spells
    (14–18)% increased Cast Speed
    (6–8)% reduced Mana Cost of Skills
    Nearby Enemies are Hindered, with 25% reduced Movement Speed
    100% increased Damage with Hits and Ailments against Hindered Enemies
    (Hinder reduces movement speed for 4 seconds)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    +5% chance to Suppress Spell Damage
    (120–140)% increased Evasion and Energy Shield
    +(20–30) to maximum Energy Shield
    +(30–50) to maximum Life
    10% increased Rarity of Items found
    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
    200% increased Armour and Energy Shield
    +(10–15)% to all Elemental Resistances
    25% increased Movement Speed
    +1 to Maximum Endurance Charges
    50% increased Elemental Ailment Duration on you
    Bleeding cannot be inflicted on you
    (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    40% increased Global Accuracy Rating
    Adds (90–110) to (145–170) Physical Damage
    30% of Physical Damage Converted to Fire Damage
    25% chance to Ignite
    100% increased Burning Damage if you've Ignited an Enemy Recently
    Recover 1% of Life when you Ignite an Enemy
    100% increased Melee Physical Damage against Ignited Enemies
    (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
    50% of Physical Damage Converted to Fire Damage
    10% chance to Ignite
    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 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
    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
    (200–250)% increased Armour and Energy Shield
    +(60–80) to maximum Life
    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 (5–10)% increased Damage for each type of Ailment you have inflicted on them
    Your Elemental Damage can Shock
    (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
    (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
    +5% chance to Suppress Spell Damage
    (500–600)% increased Evasion and Energy Shield
    +(60–80) to maximum Life
    40% increased Duration of Ailments on Enemies
    +(3–4)% Chance to Block
    Shared Suffering
    (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
    (All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
    (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    40% increased Global Critical Strike Chance
    Adds (85–110) to (135–150) Physical Damage
    Adds (130–160) to (220–240) Fire Damage
    50% chance to cause Bleeding on Hit
    (70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
    (70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
    Every 8 seconds, gain Avatar of Fire for 4 seconds
    (160–200)% increased Critical Strike Chance while you have Avatar of Fire
    50% of Physical Damage Converted to Fire while you have Avatar of Fire
    +2000 Armour while you do not have Avatar of Fire
    (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    (50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
    Deal no Non-Fire Damage)
    +(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
    Your Lightning Damage can Ignite
    (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
    (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
    (100–140)% increased Armour and Evasion
    +(50–70) to maximum Life
    Attacks always inflict Bleeding while you have Cat's Stealth
    (40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
    You have Crimson Dance while you have Cat's Stealth
    (Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    (You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
    Grants Level 20 Aspect of the Spider Skill
    (120–170)% increased Evasion and Energy Shield
    +(40–50) to maximum Life
    (6–9)% increased Attack and Cast Speed
    (40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
    Adds (8–10) to (13–15) Chaos Damage for each Spider's Web on the Enemy
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    +(30–50) to maximum Energy Shield
    Summoned Raging Spirits deal (175–250)% increased Damage
    75% reduced Maximum number of Summoned Raging Spirits
    Summoned Raging Spirits' Hits always Ignite
    Summoned Raging Spirits' Melee Strikes deal Fire-only Splash
    Damage to Surrounding Targets
    10% increased Attack Speed
    (260–300)% increased Evasion and Energy Shield
    (20–30)% increased Rarity of Items found
    +(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
    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
    Ignites inflicted with this Weapon deal (50–75)% 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)
    (While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not gained any souls Recently. Maximum of 45 souls consumed)
    +90 to Maximum Charges
    Recharges 5 Charges when you Consume an Ignited corpse
    (175–200)% increased Charges per use
    Enemies Ignited by you during Effect take (7–10)% increased Damage
    Recover (1–3)% of Life when you Kill an Enemy during Effect
    [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 Fire Damage
    (0–50)% of Physical Damage Converted to Cold Damage
    (0–50)% of Physical Damage Converted to Lightning Damage
    Elemental Ailments you inflict are Reflected to you
    Elemental Damage with Hits is Lucky while you are Shocked
    Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
    Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
    +(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
    Withered does not expire on Enemies Ignited by you
    +(20–25)% to Fire and Chaos Resistances
    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)
    (80–120)% increased Armour
    30% increased Movement Speed
    (5–25)% increased Duration of Ailments on Enemies
    Damaging Ailments deal damage (5–25)% faster
    You and Enemies in your Presence count as moving while affected by Elemental Ailments
    (Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    (They will deal the same total damage over a shorter duration)
    Passive /46
    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
    12% increased Attack Speed with Daggers
    18% increased Accuracy Rating with Daggers
    (Rune Daggers are considered Daggers)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    Claw Attacks deal 25% increased Damage with Hits and Ailments
    10% increased Attack Speed with Claws
    25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
    10% increased Attack Speed with Two Handed Melee Weapons
    40% increased Stun Duration with Two Handed Melee Weapons on Enemies
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    20% increased Physical Damage with Swords
    Sword Attacks deal 20% increased Damage with Ailments
    8% increased Attack Speed with Swords
    +200 to Accuracy Rating with Swords
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    +10% to Damage over Time Multiplier for Poison
    Claw Attacks deal 25% increased Damage with Ailments
    6% increased Attack Speed with Claws
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    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
    8% increased Attack Speed with One Handed Weapons
    20% increased Damage with One Handed Weapons
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    10% 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)
    Refresh Duration of Ignite, Chill and Shock on Enemies you Curse
    Remove Elemental Ailments when you Cast a Curse Spell
    (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    30% increased Elemental Damage
    10% chance to Freeze, Shock and Ignite
    30% increased Effect of Non-Damaging Ailments
    (Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    (Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
    (Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
    (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
    30% increased Physical Damage with Two Handed Melee Weapons
    Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
    100% increased total Recovery per second from Life Leech
    Overwhelm 12% Physical Damage Reduction
    (Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    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
    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, remove Curses and Elemental Ailments from you
    Every 4 seconds, Regenerate 100% of Life over one second
    (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    Ascendancy: Guardian
    Character: Templar
    Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
    Enemies in your Link Beams cannot apply Elemental Ailments
    Enemies in your Link Beams have -20% to all Elemental Resistances
    (Maximum Resistances cannot be raised above 90%)
    (Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
    Ascendancy: 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
    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
    6% increased Attack Speed
    15% increased Global Accuracy Rating
    20% increased Damage with Ailments from Attack Skills
    (Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
    +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
    FactionCategoryNameShow Full Descriptions
    VaalPassiveIgnite 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
    FactionCategoryShow Full DescriptionsCode
    VaalNotable
    (3–6)% chance to Ignitevaal_small_chance_to_ignite
    KaruiNotable
    Ignites you inflict deal Damage 10% fasterkarui_notable_add_faster_burn
    Elevated modifier List /16
    NameLvModsElevated Mods
    of the Elder68Socketed Gems are Supported by Level 16 Immolate
    (8–12)% increased Ignite Duration on Enemies

    Group: 2718
    Socketed Gems are Supported by Level 18 Immolate
    (13–16)% increased Ignite Duration on Enemies
    of the Elder75Socketed Gems are Supported by Level 18 Immolate
    (13–16)% increased Ignite Duration on Enemies

    Group: 2718
    Socketed Gems are Supported by Level 20 Immolate
    (17–20)% increased Ignite Duration on Enemies
    of the Elder80Socketed Gems are Supported by Level 20 Immolate
    (17–20)% increased Ignite Duration on Enemies

    Group: 2718
    Socketed Gems are Supported by Level 25 Immolate
    (17–20)% increased Ignite Duration on Enemies
    of the Crusade68(31–35)% reduced Ignite Duration on you
    Group: 22
    (36–40)% reduced Ignite Duration on you
    of the Crusade70(36–40)% reduced Ignite Duration on you
    Group: 22
    (51–60)% reduced Ignite Duration on you
    of the Crusade75(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 Redemption68(15–17)% increased Burning Damage
    (6–8)% chance to Ignite

    Group: 403
    (18–20)% increased Burning Damage
    (6–8)% chance to Ignite
    of Redemption75(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 Hunt80You have Igniting Conflux for 3 seconds every 8 seconds
    Group: 3552
    (20–30)% increased Ignite Duration on Enemies
    You have Igniting Conflux for 3 seconds every 8 seconds
    The Shaper's68Unaffected by Burning Ground
    Group: 1512
    Unaffected by Ignite
    of the Crusade68(31–35)% chance to Avoid being Ignited
    Group: 408
    (36–40)% chance to Avoid being Ignited
    of the Crusade70(36–40)% chance to Avoid being Ignited
    Group: 408
    (51–60)% chance to Avoid being Ignited
    of the Crusade75(51–60)% chance to Avoid being Ignited
    Group: 408
    (71–80)% chance to Avoid being Ignited
    Warlord's68Unaffected by Burning Ground
    Group: 1512
    Unaffected by Ignite
    of the Hunt68Ignites you inflict deal Damage (7–9)% faster
    Group: 932
    Ignites you inflict deal Damage (10–12)% faster
    of the Hunt73Ignites you inflict deal Damage (10–12)% faster
    Group: 932
    (10–20)% increased Ignite Duration on Enemies
    Ignites you inflict deal Damage (11–15)% faster
    Ignited
    You're on fire
    base_ignite_damage_taken_per_minute
    Attribute /5

    stacking_ignite

    KeyValue
    AcronymIgnite
    BuffGroupsID-1
    MaxStacks300
    IsBuffDefinition1
    BuffMergeModesID1
    Codebase ignite damage taken per minute
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemanticsDiscrete
    Ignited
    You're on fire
    base_ignite_damage_taken_per_minute
    Attribute /4

    additional_ignite

    KeyValue
    AcronymIgnite
    BuffGroupsID-1
    IsBuffDefinition1
    BuffMergeModesID1
    Codebase ignite damage taken per minute
    IsPublic0
    IsLocal0
    IsWeaponLocal0
    IsProxied
    IsParty0
    IsVirtual0
    IsScalable1
    StatSemanticsDiscrete

    Community Wiki

    Edit

    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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