Ignited
You're on fire
base_ignite_damage_taken_per_minute
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

ignited

CostiLvl 1: Normal: 3xArmourer's Scrap · Normal: 10000xGold
AcronymIgnite
BuffIcon
IsBuffDefinition1
BuffMergeModesID13
IsCharged0
IsInvisible0
IsRemovable0
IsSkillBuff0
BuffGroupsID-1
Codebase ignite damage taken per minute
IsPublic0
IsLocal0
IsWeaponLocal0
IsProxied
IsParty0
IsVirtual0
IsScalable1
StatSemanticsDiscrete
Skill Gem Quality /5
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
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 /186
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
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 /2
NameLevelPre/SufDescriptionWeight
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
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
secret_area 0
unique_map 0
maven_map 650
primordial_map 650
default 0
Delve Area mods /1
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
Heist Area mods /1
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
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 OrbRingCarcass 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 /56
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]
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]
crucible_map_high 400
default 0
1TinctureUniqueAll Damage can Ignite elemental fire attack ailment
Singing70TincturePrefix(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
Item /2
IconName
Splitnewt Talisman
Talisman Tier: 2
(4–6)% chance to Freeze, Shock and Ignite
local stat monsters pick up item [1]
Corrupted
Ashbark Tincture
All Damage can Ignite
Unmodifiable
Unique /98
IconName
+(25–40) to maximum Life
+(75–100) to maximum Life
Regenerate (200–350) Life per second
Regenerate (8–10) Mana per second
(-25–-15)% to all Elemental Resistances
(-50–-40) Physical Damage taken from Attack Hits
40% increased Armour while not Ignited, Frozen or Shocked
+(12–16)% to Fire and Cold Resistances
(25–30)% increased Fire Damage
Adds (20–25) to (30–50) Cold Damage to Spells and Attacks
+(30–40) to maximum Energy Shield
30% increased Damage while Ignited
+5000 to Armour while Frozen
+(12–16)% to Fire and Lightning Resistances
(25–30)% increased Lightning Damage
Adds (20–25) to (30–50) Fire Damage to Spells and Attacks
+(30–40) to maximum Mana
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
(Shock increases Damage taken by 15%, for 2 seconds)
(Ignite deals Fire Damage over time)
+(8–10)% to all Elemental Resistances
20% increased Damage with Hits and Ailments per Freeze, Shock or Ignite on Enemy
+(20–30)% to all Elemental Resistances
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Arrows Pierce an additional Target
(8–12)% increased Attack Speed
+350 to Evasion Rating
+(40–50) to maximum Life
(10–14) to (19–24) Added Physical Damage with Bow Attacks
Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(80–100)% increased Evasion Rating
+(40–50)% to Fire Resistance
Cannot be Ignited
(75–150)% increased Physical Damage with Ranged Weapons
(-60–-30) Physical Damage taken from Attack Hits
+(50–75)% to Fire Resistance
(40–75)% increased Ignite Duration on Enemies
Reflects 100 Fire Damage to Melee Attackers
40% of Physical Damage taken as Fire Damage
Hexes applied by Socketed Curse Skills are Reflected back to you
(40–60)% increased Stun and Block Recovery
You grant (4–6) Frenzy Charges to allies on Death
You cannot be Chilled for 3 seconds after being Chilled
You cannot be Frozen for 3 seconds after being Frozen
You cannot be Ignited for 3 seconds after being Ignited
You cannot be Shocked for 3 seconds after being Shocked
+(26–30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Lightning Damage can Freeze but not Shock
Your Cold Damage can Ignite but not Freeze or Chill
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
+8% to all Elemental Resistances
Regenerate (100–200) Life per second
+5% to maximum Fire Resistance
+(20–25)% to Fire Resistance
+25% to Fire Resistance while on Low Life
(240–300)% increased Armour and Energy Shield
100% chance to Avoid being Ignited while on Low Life
10% increased Movement Speed when on Low Life
(Maximum Resistances cannot be raised above 90%)
(You are on Low Life if you have 50% of your Maximum Life or less)
Adds (255–285) to (300–330) Fire Damage in Main Hand
Adds (255–285) to (300–330) Cold Damage in Off Hand
(10–15)% increased Attack Speed
25% chance to Ignite when in Main Hand
100% increased Damage with Ignite inflicted on Chilled Enemies
Chill Enemies for 1 second on Hit with this Weapon when in Off Hand
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Chill reduces Enemy Action Speed by 10%)
+190 to Accuracy Rating
Uses both hand slots
(250–300)% increased Physical Damage
(90–110)% increased Critical Strike Chance
+(20–30)% to Global Critical Strike Multiplier
+(40–50)% to Fire Resistance
Cannot be Ignited
100% of Physical Damage Converted to Fire Damage
Ignites you inflict deal Damage 50% faster
You can only deal Damage with this Weapon or Ignite
(They will deal the same total damage over a shorter duration)
30% increased Elemental Damage with Attack Skills
No Physical Damage
Adds (425–475) to (550–600) Fire Damage
(10–15)% increased Attack Speed
20% chance to Ignite
10% increased Physical Damage taken
10% increased Fire Damage taken
Culling Strike against Burning Enemies
Gain a Frenzy Charge if an Attack Ignites an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Culling Strike means enemies that are on 10% or lower life after your Hit are Killed)
+(20–30)% to Cold Resistance
+(25–35)% to Fire Resistance
(60–80)% increased Burning Damage
40% of Cold Damage Converted to Fire Damage
10% increased Light Radius
Ignited Enemies Killed by your Hits are destroyed
+(50–60)% to Fire Resistance
(160–180)% increased Armour and Energy Shield
25% increased Movement Speed
(10–15)% chance to Ignite
(25–40)% increased Damage with Hits and Ailments against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30)% to Fire Resistance
+(25–40)% to Cold Resistance
+25% chance to be Ignited
(25–40)% increased Attack Speed while Ignited
(25–40)% increased Cast Speed while Ignited
All Damage Taken from Hits can Ignite you
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to Strength
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
(150–180)% increased Armour and Energy Shield
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Removes Elemental Ailments on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
+(20–30) to maximum Life
Adds (12–15) to (25–30) Fire Damage to Attacks
+(20–40) to maximum Life
+(10–15)% to Cold Resistance
75% reduced Effect of Chill on you
10% increased Movement Speed while Ignited
(Chill reduces Action Speed by up to 30%)
Gain (10–15)% of Physical Damage as Extra Chaos Damage
10% increased Attack Speed
+(50–70) to maximum Life
+(12–16)% to Chaos Resistance
(8–10) to (14–16) Added Physical Damage with Bow Attacks
25% chance to create a Smoke Cloud when Hit
(40–60)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Enemies standing in Smoke Clouds are Blinded)
+(20–30)% to Fire Resistance
+(15–25) to Strength
Adds (20–25) to (30–35) Fire Damage to Spells and Attacks
15% increased Ignite Duration on Enemies
10% chance to Ignite
Recover (20–30) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to Dexterity
+(40–80) to maximum Life
+(20–40) to maximum Mana
20% reduced Duration of Elemental Ailments on Enemies
Items and Gems have 10% increased Attribute Requirements
Always Freeze, Shock and Ignite
(Attributes are Strength, Dexterity, and Intelligence)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
10% reduced Enemy Stun Threshold
Adds 3 to 6 Fire Damage
20% increased Attack Speed
500% increased Ignite Duration on Enemies
25% increased Burning Damage
30% chance to Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(8–12)% increased Spell Damage
20% increased Spell Damage
12% increased Cast Speed
Regenerate 2 Mana per second
4% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(25–35) to Strength
+(70–85) to maximum Life
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
1% of Attack Damage Leeched as Life against Chilled Enemies
Ignites you inflict with Attacks deal Damage 35% faster
Deal no Physical Damage
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(They will deal the same total damage over a shorter duration)
(10–20)% increased Movement Speed while Ignited
(10–20)% increased Attack Speed while Ignited
(10–20)% increased Cast Speed while Ignited
+3% chance to Suppress Spell Damage
10% chance to Avoid Elemental Ailments
10% increased Life Recovery from Flasks
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds (5–15) to (20–25) Physical Damage
Adds (5–15) to (20–25) Fire Damage
(7–10)% increased Attack Speed
+(15–25)% to Fire Resistance
5% increased Movement Speed
Curse Enemies with Flammability on Hit
(Flammability is a Hex which inflicts -17% to Fire Resistance and causes Hits to have +25% chance to Ignite the target. It lasts 8 seconds)
Adds (1–2) to (3–4) Fire Damage to Spells and Attacks
(20–30)% increased Fire Damage
Adds (4–6) to (8–12) Fire Damage to Spells
(40–60)% increased Global Critical Strike Chance
Gain 10 Life per Ignited Enemy Killed
25% reduced Ignite Duration on Enemies
+475 to Accuracy Rating
Uses both hand slots
Adds (3–6) to (33–66) Physical Damage
(44–66)% increased Critical Strike Chance
33% increased Ignite Duration on Enemies
Gain (66–99)% of Sword Physical Damage as Extra Fire Damage
Gain Her Blessing for 3 seconds when you Ignite an Enemy
33% chance to Blind nearby Enemies when gaining Her Blessing
100% chance to Avoid being Ignited, Chilled or Frozen with Her Blessing
20% increased Attack and Movement Speed with Her Blessing
local level requirement + [-15]
local six linked sockets [1]
use goddess player audio [1]
(Being Blinded causes 20% less Accuracy Rating and Evasion Rating, for 4 seconds)
+(20–30)% to Fire Resistance
(30–40)% increased Fire Damage
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
1 to 4 Added Physical Damage with Bow Attacks
+10% to all Elemental Resistances
50% increased Duration of Elemental Ailments on Enemies
10% chance to Freeze, Shock and Ignite
Gain 25% of Weapon Physical Damage as Extra Damage of a random Element
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(18–25)% increased Fire Damage
(18–25)% increased Cold Damage
2% chance to Ignite
2% chance to Freeze
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(10–15)% increased Fire Damage
With at least 40 Intelligence in Radius, Fireball cannot ignite
With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch
(5–10)% increased Spell Damage
Trigger Level 20 Fog of War when your Trap is triggered
+(20–30) to Intelligence
(250–300)% increased Energy Shield
30% reduced Spell Damage taken from Blinded Enemies
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Elemental Damage
Adds (1–10) to (150–200) Lightning Damage to Spells
(14–18)% increased Cast Speed
(6–8)% reduced Mana Cost of Skills
Nearby Enemies are Hindered, with 25% reduced Movement Speed
100% increased Damage with Hits and Ailments against Hindered Enemies
(Hinder reduces movement speed for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+5% chance to Suppress Spell Damage
+(20–30) to maximum Energy Shield
+(30–50) to maximum Life
10% increased Rarity of Items found
(120–140)% increased Evasion and Energy Shield
25% chance to Avoid Fire Damage from Hits
You always Ignite while Burning
(No chance to avoid damage can be higher than 75%)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(25–35) to Dexterity
(20–40)% increased Evasion Rating
100% increased Evasion Rating during Onslaught
+(50–70) to maximum Life
25% increased Movement Speed
30% chance to Avoid Elemental Ailments while Phasing
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to Strength
Adds (5–7) to (13–15) Cold Damage to Spells and Attacks
+(40–50) to Evasion Rating
+(20–30)% to Cold Resistance
100% of Physical Damage Converted to Cold Damage
Reflects 100 Cold Damage to Melee Attackers
Your Cold Damage can Ignite
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–40) to Strength
+(10–15)% to all Elemental Resistances
200% increased Armour and Energy Shield
+1 to Maximum Endurance Charges
25% increased Movement Speed
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
40% increased Global Accuracy Rating
Adds (90–110) to (145–170) Physical Damage
25% chance to Ignite
30% of Physical Damage Converted to Fire Damage
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
100% increased Burning Damage if you've Ignited an Enemy Recently
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
+(16–24) to Strength and Dexterity
10% chance to Ignite
(50–70)% increased Damage while Ignited
Take 100 Fire Damage when you Ignite an Enemy
2% of Fire Damage Leeched as Life while Ignited
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
Socketed Gems are Supported by Level 20 Ignite Proliferation
(165–195)% increased Physical Damage
10% chance to Ignite
50% of Physical Damage Converted to Fire Damage
Recover (40–60) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(160–190)% increased Physical Damage
Gain (200–300) Life per Ignited Enemy Killed
Gain 20% of Physical Damage as Extra Fire Damage
10% chance to Ignite
Projectiles Pierce all Burning Enemies
Arrows deal 30 to 50 Added Fire Damage for each time they've Pierced
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Creates a Smoke Cloud on Use
Grants Immunity to Ignite for 4 seconds if used while Ignited
Removes all Burning when used
Unholy Might during Effect
(Unholy Might grants 30% of Physical Damage as extra Chaos Damage)
Triggers Level 7 Abberath's Fury when Equipped
+(20–30) to Strength
15% increased Movement Speed
(6–10)% chance to Ignite
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
1% increased Fire Damage per 20 Strength
Burning Hoofprints
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Ignite deals Fire Damage over time)
(10–15)% increased Fire Damage
Ignited Enemies Killed by your Hits are destroyed
+18% Chance to Block Attack Damage while wielding a Staff
Grants Level 15 Vengeance Skill
+(12–16)% Chance to Block Attack Damage while wielding a Staff
100% increased Fire Damage
Adds (315–360) to (450–540) Fire Damage
Damage Penetrates 15% of Fire Resistance if you have Blocked Recently
Immune to Freeze and Chill while Ignited
Battlemage
(Warstaves are considered Staves)
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
+(20–40) to Dexterity
(10–15)% increased Skill Effect Duration
2% increased Minion Attack Speed per 50 Dexterity
2% increased Minion Movement Speed per 50 Dexterity
Minions' Hits can only Kill Ignited Enemies
+(25–35) to Strength
(20–30)% increased Fire Damage
+(300–350) to Armour
+(30–35)% to Cold Resistance
+(30–35)% to Lightning Resistance
0.6% of Fire Damage Leeched as Life
(20–30)% chance to Ignite during any Flask Effect
(Leeched Life is recovered over time. Multiple Leeches can occur simultaneously, up to a maximum rate)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+12% to all Elemental Resistances
+2 to Level of Socketed Gems
Triggers Level 20 Fire Aegis when Equipped
+(60–80) to maximum Life
(200–250)% increased Armour and Energy Shield
Cannot be Ignited
+(10–16) to all Attributes
+(10–20)% to Fire Resistance
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take 5% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+5% chance to Suppress Spell Damage
+(60–80) to maximum Life
(500–600)% increased Evasion and Energy Shield
40% increased Duration of Ailments on Enemies
+(3–4)% Chance to Block
Shared Suffering
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
40% increased Global Critical Strike Chance
Adds (85–110) to (135–150) Physical Damage
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(50% of Physical, Cold and Lightning Damage Converted to Fire Damage.
Deal no Non-Fire Damage)
+(25–40) to maximum Life
(5–15)% increased Attributes
+(60–80) to maximum Life
Cannot be Frozen if Dexterity is higher than Intelligence
Cannot be Ignited if Strength is higher than Dexterity
Cannot be Shocked if Intelligence is higher than Strength
1% increased Damage per 5 of your lowest Attribute
(Attributes are Strength, Dexterity, and Intelligence)
40% increased Global Accuracy Rating
Uses both hand slots
(70–90)% increased Critical Strike Chance
Adds 2 to 3 Physical Damage to Attacks per Level
Gain Her Embrace for 3 seconds when you Ignite an Enemy
While in Her Embrace, take 0.5% of your total Maximum Life and Energy Shield as Fire Damage per second per Level
local six linked sockets [1]
use goddess player audio [1]
(Her Embrace grants the following:
Cannot be Stunned
123% of Sword Physical Damage gained as Extra Fire Damage
Unaffected by Burning Ground
Immune to Freeze, Chill and Ignite
20% increased Attack, Cast and Movement Speed)
(15–25)% increased Elemental Damage
(40–45)% increased Mana Regeneration Rate
+(20–30)% to Fire and Lightning Resistances
(8–12)% increased Burning Damage for each time you have Shocked a Non-Shocked Enemy Recently, up to a maximum of 120%
Adds (1–3) to (62–70) Lightning Damage to Hits against Ignited Enemies
Your Lightning Damage can Ignite
(Recently refers to the past 4 seconds)
Grants Level 20 Aspect of the Cat Skill
(180–220)% increased Evasion and Energy Shield
+(25–35)% to Cold Resistance
+1% to Critical Strike Chance while affected by Aspect of the Cat
Critical Strikes have (10–20)% chance to Blind Enemies while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Blinded Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(400–500) to Accuracy Rating
+(50–70) to maximum Life
(100–140)% increased Armour and Evasion
Attacks always inflict Bleeding while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is higher while moving)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(You can inflict Bleeding on an Enemy up to 8 times, Your Bleeding does not deal extra Damage while the Enemy is moving, 50% less Damage with Bleeding)
Grants Level 20 Aspect of the Spider Skill
+(40–50) to maximum Life
(120–170)% increased Evasion and Energy Shield
(6–9)% increased Attack and Cast Speed
(40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
Adds (8–10) to (13–15) Chaos Damage for each Spider's Web on the Enemy
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(30–50) to maximum Energy Shield
Summoned Raging Spirits deal (175–250)% increased Damage
Summoned Raging Spirits' Hits always Ignite
75% reduced Maximum number of Summoned Raging Spirits
Summoned Raging Spirits' Melee Strikes deal Fire-only Splash
Damage to Surrounding Targets
10% increased Attack Speed
(20–30)% increased Rarity of Items found
(260–300)% increased Evasion and Energy Shield
+(30–40)% to Fire Resistance
20% increased Movement Speed
(10–20)% increased Movement Speed while Ignited
+25% chance to be Ignited
Regenerate (75–125) Life per second while Ignited
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30) to maximum Life
Adds (12–15) to (25–30) Fire Damage to Attacks
Adds (12–15) to (25–30) Cold Damage to Attacks
+(20–40) to maximum Life
+(25–30)% to Cold Resistance
10% increased Movement Speed while Ignited
The Effect of Chill on you is reversed
Adds (5–15) to (20–25) Physical Damage
Adds (223–250) to (264–280) Fire Damage
(7–10)% increased Attack Speed
+(15–25)% to Fire Resistance
5% increased Movement Speed
Hits ignore Enemy Monster Fire Resistance while you are Ignited
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
50% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Ignites inflicted with this Weapon deal (50–75)% more Damage
Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage
Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+400 to Accuracy Rating
(180–210)% increased Physical Damage
(10–15)% increased Attack Speed
100% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon deal (30–60)% increased Damage to Ignited Enemies
Hits with this Weapon deal (30–60)% increased Damage to Frozen Enemies
Hits with this Weapon deal (30–60)% increased Damage to Shocked Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(20–30)% increased Mana Regeneration Rate
Adds (48–53) to (58–60) Chaos Damage
Items and Gems have 50% increased Attribute Requirements
Chaos Damage can Ignite, Chill and Shock
Gain Soul Eater for 20 seconds when you use a Vaal Skill
(Attributes are Strength, Dexterity, and Intelligence)
+90 to Maximum Charges
Recharges 5 Charges when you Consume an Ignited corpse
(175–200)% increased Charges per use
Recover (1–3)% of Life when you Kill an Enemy during Effect
Enemies Ignited by you during Effect take (7–10)% increased Damage
[One random modifier]
(240–280)% increased Energy Shield
+(30–40)% to Fire Resistance
(30–40)% increased Elemental Damage
(25–50)% chance to Scorch Enemies
Cannot inflict Ignite
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
+(25–40) to maximum Life
+(30–40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
Focus has (30–50)% increased Cooldown Recovery Rate
(50–70)% increased Damage with Hits and Ailments against Chilled Enemies
grant focus skill [1]
veiled mod seed [1,30000]
veiled mod type [2]
(Chill reduces Enemy Action Speed for 2 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
26% increased Elemental Damage
Grants Level 30 Smite Skill
+(10–30) to Strength and Intelligence
Enemies inflict Elemental Ailments on you instead of nearby Allies
redirect elemental ailments to aura owner [1]
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(80–120)% increased Armour and Energy Shield
Minions convert 25% of Physical Damage to Fire Damage per Red Socket
Minions convert 25% of Physical Damage to Cold Damage per Green Socket
Minions convert 25% of Physical Damage to Lightning Damage per Blue Socket
Minions convert 25% of Physical Damage to Chaos Damage per White Socket
Minions have (5–10)% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–30)% to Lightning Resistance
+(30–50) to Intelligence
(20–25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(8–12)% to Fire and Lightning Resistances
Grants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20–40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(While you have Elemental Conflux, all Damage from Hits will cause Chill, Shock, and Ignite)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Has 1 Socket
All Sockets are White
Socketed Gems have Secrets of Suffering
-20% to all Elemental Resistances
+(75–100)% to Fire Resistance when Socketed with a Red Gem
+(75–100)% to Cold Resistance when Socketed with a Green Gem
+(75–100)% to Lightning Resistance when Socketed with a Blue Gem
(Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped)
+(20–30)% to Fire Resistance
(30–40)% increased Fire Damage
(5–10)% increased Cast Speed
90% reduced Ignite Duration on Enemies
10% chance to Ignite
Ignites you inflict deal Damage (35–45)% faster
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(They will deal the same total damage over a shorter duration)
+(2–4)% Chance to Block Spell Damage
+(2–4)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited
Adds (17–23) to (29–31) Chaos Damage
+(50–70) to maximum Life
+(29–41)% to Chaos Resistance
Your Chaos Damage can Ignite
Chaos Skills have 20% chance to Ignite
50% less Ignite Duration
+18% Chance to Block Attack Damage while wielding a Staff
+12% Chance to Block Attack Damage while wielding a Staff
100% increased Fire Damage
(5–10)% increased Attack Speed
Curse Enemies with Flammability on Block
Reflects (22–44) Fire Damage to Attackers on Block
(Warstaves are considered Staves)
(Flammability is a Hex which inflicts -17% to Fire Resistance and causes Hits to have +25% chance to Ignite the target. It lasts 8 seconds)
+(25–40) to maximum Life
+(30–40) to Dexterity
+(300–500) to Evasion Rating
(10–15)% increased Duration of Elemental Ailments on Enemies
Enemies Ignited by you have (10–15)% of Physical Damage they deal converted to Fire
Enemies Shocked by you have (10–15)% of Physical Damage they deal converted to Lightning
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(30–40) to Intelligence
(100–140)% increased Evasion and Energy Shield
+(10–20)% to all Elemental Resistances
(5–10)% chance to Freeze, Shock and Ignite
Elemental Damage you Deal with Hits is Resisted by lowest Elemental Resistance instead
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+20% Chance to Block Attack Damage while wielding a Staff
(140–180)% increased Physical Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
(0–50)% of Physical Damage Converted to Fire Damage
Elemental Damage with Hits is Lucky while you are Shocked
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Ailments you inflict are Reflected to you
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
+(10–16) to all Attributes
(-3–3)% to maximum Fire Resistance
(-3–3)% to maximum Cold Resistance
(-3–3)% to maximum Lightning Resistance
You have Scorching Conflux, Brittle Conflux and Sapping Conflux while your two highest Attributes are equal
Cannot Ignite, Chill, Freeze or Shock
(Maximum Resistances cannot be raised above 90%)
Corrupted
+(17–23)% to Chaos Resistance
+(8–12)% to Fire Damage over Time Multiplier
50% reduced Ignite Duration on Enemies
(10–15)% chance to Ignite
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
+(20–25)% to Fire and Chaos Resistances
Withered does not expire on Enemies Ignited by you
use unique blackflame ignite effect [1]
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(10–15)% increased Spell Damage
Has no Energy Shield
+(40–70) to maximum Life
+(40–70) to maximum Mana
(3–4) to (7–8) added Fire Damage per 100 of Maximum Life or Maximum Mana, whichever is lower
Unaffected by Ignite or Shock if Maximum Life and Maximum Mana are within 500
(15–25)% increased Elemental Damage
(15–25)% increased Global Critical Strike Chance
+(20–40)% to Fire Resistance
+(20–40)% to Cold Resistance
(10–20)% increased Duration of Ailments on Enemies
Left Ring slot: Cover Enemies in Ash for 5 seconds when you Ignite them
Right Ring slot: Cover Enemies in Frost for 5 seconds when you Freeze them
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
(Being Covered in Frost applies 50% less Critical Strike Chance and 20% increased Cold Damage Taken)
With at least 40 Strength in Radius, Combust is Disabled
With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite
+18% Chance to Block Attack Damage while wielding a Staff
Grants Level 1 Vengeance Skill
+(12–16)% Chance to Block Attack Damage while wielding a Staff
30% increased Fire Damage
Adds (12–18) to (22–26) Fire Damage
Damage Penetrates 15% of Fire Resistance if you have Blocked Recently
Immune to Freeze and Chill while Ignited
Battlemage
(Warstaves are considered Staves)
(Gain Added Spell Damage equal to the Damage of your Main Hand Weapon)
12% increased Elemental Damage
Adds (3–5) to (7–10) Lightning Damage to Spells
(14–18)% increased Cast Speed
(6–8)% reduced Mana Cost of Skills
Nearby Enemies are Hindered, with 25% reduced Movement Speed
(20–35)% increased Damage with Hits and Ailments against Hindered Enemies
(Hinder reduces movement speed for 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+(20–30)% to Fire Resistance
(10–20)% increased Fire Damage
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(20–25)% chance to Suppress Spell Damage
(60–100)% increased Evasion Rating
(20–25)% chance to Avoid Elemental Ailments
Recover (100–200) Life when you Suppress Spell Damage
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(10–15)% to Lightning Resistance
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(20–30) to Intelligence
+(20–25)% to all Elemental Resistances
(20–25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(5–10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+(9–20) to maximum Energy Shield
+(40–50) to maximum Life
(40–60)% increased Stun and Block Recovery
Reflects (100–150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
+(15–25) to maximum Energy Shield
(30–40)% increased Spell Damage
+(60–80) to maximum Mana
(5–10)% chance to Freeze, Shock and Ignite
Spells cause you to gain Energy Shield equal to their Upfront
Cost every fifth time you Pay it
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Upfront Costs are all Costs that are not paid per-second)
(100–150)% increased Armour
5% reduced Movement Speed
(100–200)% increased Stun and Block Recovery
Unaffected by Damaging Ailments
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
3% increased Movement Speed
(100–150)% increased Evasion Rating
(15–25)% chance to Avoid Elemental Ailments
+(3–8)% Chance to Block
(30–40)% chance for Elemental Resistances to count as being 90% against Enemy Hits
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Passive /46
IconName
Staff Attacks deal 30% increased Damage with Hits and Ailments
30% increased Critical Strike Chance with Staves
10% chance to gain an Endurance Charge on Melee Critical Strike
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
36% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 36% increased Damage with Ailments
12% reduced Enemy Stun Threshold with Maces or Sceptres
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
12% increased Area of Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Axe Attacks deal 24% increased Damage with Hits and Ailments
10% increased Attack Speed with Axes
20% chance to gain Onslaught for 4 seconds on Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Onslaught grants 20% increased Attack, Cast, and Movement Speed)
25% increased Physical Damage with Axes
Axe Attacks deal 25% increased Damage with Ailments
8% increased Attack Speed with Axes
+5 to Maximum Rage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Dagger Attacks deal 24% increased Damage with Hits and Ailments
18% increased Accuracy Rating with Daggers
12% increased Attack Speed with Daggers
(Rune Daggers are considered Daggers)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Claw Attacks deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Claws
25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Two Handed Melee Weapons
40% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
20% increased Physical Damage with Swords
Sword Attacks deal 20% increased Damage with Ailments
8% increased Attack Speed with Swords
+200 to Accuracy Rating with Swords
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Damage over Time Multiplier for Poison
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
15% chance to Intimidate Enemies for 4 seconds on Hit with Attacks
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
35% increased Physical Damage with Swords
Sword Attacks deal 35% increased Damage with Ailments
Overwhelm 20% Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with Two Handed Melee Weapons
25% increased Stun Duration with Two Handed Melee Weapons on Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+6% Chance to Block Attack Damage while Dual Wielding or holding a Shield
Sword Attacks deal 24% increased Damage with Hits and Ailments
20% chance to gain a Frenzy Charge when you Block Attack Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+1% to all maximum Elemental Resistances
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
+12% to all Elemental Resistances
24% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Attacks with One Handed Weapons deal 30% increased Damage with Ailments
20% increased Damage with One Handed Weapons
8% increased Attack Speed with One Handed Weapons
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% increased maximum Life
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
25% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments
5% increased Attack Speed with One Handed Melee Weapons
+20 to Strength
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Remove Elemental Ailments when you Cast a Curse Spell
Refresh Duration of Ignite, Chill and Shock on Enemies you Curse
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Elemental Damage
10% chance to Freeze, Shock and Ignite
30% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
30% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Overwhelm 12% Physical Damage Reduction
(Physical Damage Reduction is lower against Overwhelming Hits, but cannot go negative)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Mace or Sceptre Attacks deal 24% increased Damage with Hits and Ailments
6% increased Attack Speed with Maces or Sceptres
15% increased Area of Effect if you have Stunned an Enemy Recently
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Fire Damage
25% increased Cold Damage
Enemies Ignited or Chilled by you have -5% to Elemental Resistances
20% increased Duration of Elemental Ailments on Enemies
20% increased Elemental Damage
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Damaging Ailments deal damage 15% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Modifiers to Critical Strike Multiplier also apply to Damage over Time Multiplier for Ailments from Critical Strikes at 50% of their value
30% less Damage with Hits
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Spell Damage while holding a Shield
30% reduced Elemental Ailment Duration on you while holding a Shield
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Axe Attacks deal 30% increased Damage with Hits and Ailments
+40% to Critical Strike Multiplier with Axes
+200 to Accuracy Rating with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
35% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 35% increased Damage with Ailments
+35% to Critical Strike Multiplier with Maces or Sceptres
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
60% increased Stun Duration against Enemies that are on Full Life
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Sword Attacks deal 30% increased Damage with Hits and Ailments
+0.3 metres to Melee Strike Range with Swords
(Affects Melee Strikes, including the Default Attack. Does not apply to Areas of Effect)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
10% chance to double Stun Duration
5% chance to deal Double Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+5% Chance to Block Attack Damage while holding a Shield
30% increased Physical Attack Damage while holding a Shield
Attack Skills deal 30% increased Damage with Ailments while holding a Shield
10% chance to gain an Endurance Charge on Kill while holding a Shield
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Staff Attacks deal 30% increased Damage with Hits and Ailments
+800 Armour if you've Blocked Recently
+8% Chance to Block Attack Damage while wielding a Staff
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
30% increased Damage Over Time with Bow Skills
Damaging Ailments deal damage 10% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Ignites you inflict deal Damage 15% faster
(They will deal the same total damage over a shorter duration)
+1% to all maximum Elemental Resistances
20% reduced Elemental Ailment Duration on you
20% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
12% increased Impale Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Intelligence provides no inherent bonus to Energy Shield
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Take 50% less Damage over Time if you've started taking Damage over Time in the past second
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Hits Stun as though dealing 50% more Melee Fire Damage
Ignites from Stunning Melee Hits deal 20% more Damage
+10% to Fire Damage over Time Multiplier with Attack Skills
Recover 2% of Life when you Ignite a non-Ignited Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Bleeding enemies cannot inflict Bleeding on you
Ignited enemies cannot Ignite you
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum
10% reduced Duration of Damaging Ailments on you per Bark
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy Passive /9
IconName
Ascendancy: Chieftain
Character: Marauder
Modifiers to Fire Resistance also apply to Cold and Lightning Resistances at 50% of their Value
Unaffected by Ignite
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
Ascendancy: Raider
Character: Ranger
50% chance to Avoid Elemental Ailments while Phasing
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Pathfinder
Character: Ranger
Removes Elemental Ailments when you use a Flask
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Elementalist
Character: Witch
Hits always Ignite
All Damage can Ignite
25% more Damage with Ignites you inflict with Hits for which the highest Damage Type is Fire
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Ascendancy: Champion
Character: Duelist
100% chance to Taunt on Hit
10% reduced Damage taken if you've Taunted an Enemy Recently
Enemies Taunted by you deal 20% less Damage with Hits and
Ailments against other targets
(Enemies you Taunt can only target you, and deal 10% less damage to anyone else. Taunt lasts for 3 seconds)
(Recently refers to the past 4 seconds)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Ascendancy: Champion
Character: Duelist
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Recover 25% of Life when you gain Adrenaline
Remove all Ailments and Burning when you gain Adrenaline
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
(Adrenaline grants 100% increased Damage, 25% increased Attack, Cast and Movement Speed and 10% additional Physical Damage Reduction. You cannot gain Adrenaline if you already have it)
Ascendancy: Guardian
Character: Templar
Every 4 seconds, Regenerate 100% of Life over one second
Every 4 seconds, remove Curses and Elemental Ailments from you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Guardian
Character: Templar
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances
Enemies in your Link Beams cannot apply Elemental Ailments
Enemies in your Link Beams have -20% to all Elemental Resistances
(Maximum Resistances cannot be raised above 90%)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ascendancy: Saboteur
Character: Shadow
Immune to Ignite and Shock
Regenerate 2% of Life per second for each Mine Detonated Recently, up to 10% per second
Regenerate 2% of Life per Second for each Trap Triggered Recently, up to 10% per second
(Recently refers to the past 4 seconds)
Cluster Jewel Passive /30
IconName
Cannot Ignite, Chill, Freeze or Shock
Critical Strikes inflict Scorch, Brittle and Sapped
(Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the Fire Damage of the Hit, for 4 seconds)
(Hits have up to +6% Critical Strike Chance against Brittle Enemies, based on the Cold Damage of the Hit which inflicted Brittle, for 4 seconds)
(Sapped Enemies deal up to 20% less Damage, based on the Lightning Damage of the Hit, for 4 seconds)
10% chance to Freeze, Shock and Ignite while affected by a Herald
25% increased Elemental Damage while affected by a Herald
20% increased Duration of Elemental Ailments on Enemies
20% increased Damage with Hits and Ailments against Enemies affected by Ailments
20% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Attacks with Two Handed Weapons deal 25% increased Damage with Hits and Ailments
10% reduced Enemy Stun Threshold
15% increased Area of Effect if you've Stunned an Enemy with a Two Handed Melee Weapon Recently
(The Stun Threshold determines how much Damage can Stun something)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Recently refers to the past 4 seconds)
10% chance to Ignite
Ignites you inflict deal Damage 8% faster
(They will deal the same total damage over a shorter duration)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
Attacks with Two Handed Melee Weapons deal 20% increased Damage with Hits and Ailments
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
10% chance to Freeze, Shock and Ignite
30% increased Elemental Damage with Attack Skills
15% increased Effect of Non-Damaging Ailments
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
25% increased Damage over Time
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
15% chance to Ignite
Enemies Ignited by you have -5% to Fire Resistance
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
30% increased Fire Damage
Ignited Enemies Killed by your Hits are destroyed
20% increased Attack Damage
20% increased Damage with Ailments from Attack Skills
Enemies Killed with Attack Hits have a 15% chance to Explode, dealing a tenth of their Life as Physical Damage
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% chance to Suppress Spell Damage
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(50% of Damage from Suppressed Hits and Ailments they inflict is prevented)
Mace, Sceptre or Staff Attacks deal 20% increased Damage with Hits and Ailments
10% increased Area of Effect per second you've been stationary, up to a maximum of 50%
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+10% to Damage over Time Multiplier for Ignite from Critical Strikes
20% increased Effect of non-Damaging Ailments you inflict with Critical Strikes
40% increased Critical Strike Chance
(Ailments that do not deal Damage are Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Ignites you inflict spread to other Enemies within a Radius of 1.5 metres
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
8% increased Area of Effect
25% chance to Intimidate nearby Enemies for 4 seconds on Melee Kill
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Intimidated enemies take 10% increased Attack Damage)
30% reduced Ignite Duration on you
You cannot be Ignited if you've been Ignited Recently
Unaffected by Burning Ground
(Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect)
(Recently refers to the past 4 seconds)
Flammability can affect Hexproof Enemies
30% increased Damage with Ignites inflicted on Cursed Enemies
3% Chance to Block Spell Damage
25% reduced Elemental Ailment Duration on you
+3% Chance to Block Attack Damage
25% reduced Effect of Chill and Shock on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% increased Attack Damage
10% reduced Enemy Stun Threshold
20% chance to double Stun Duration
30% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(The Stun Threshold determines how much Damage can Stun something)
20% increased Attack Damage
15% increased Global Accuracy Rating
6% increased Attack Speed
20% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+1% to maximum Fire Resistance
+20% to Fire Resistance
30% chance to Avoid being Ignited
(Maximum Resistances cannot be raised above 90%)
Minions have 20% chance to Ignite
Minions deal 20% increased Damage with Hits and Ailments against Ignited Enemies
Minions gain 6% of Physical Damage as Extra Fire Damage
Axe or Sword Attacks deal 15% increased Damage with Ailments
10% increased Impale Effect
10% chance to Impale Enemies on Hit with Axes or Swords
15% increased Physical Damage with Axes or Swords
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
15% increased Elemental Damage if you've Chilled an Enemy Recently
20% increased Elemental Damage if you've Ignited an Enemy Recently
25% increased Elemental Damage if you've Shocked an Enemy Recently
(Recently refers to the past 4 seconds)
Anger has 50% increased Mana Reservation Efficiency
20% increased Duration of Fire Ailments
(Fire Ailments are Ignited and Scorched)
Bow Skills have +6% to Damage over Time Multiplier
Bow Skills have 10% increased Skill Effect Duration
10% increased Duration of Ailments inflicted while wielding a Bow
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
20% increased Damage with Ailments
Damaging Ailments deal damage 5% faster
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Mace, Sceptre or Staff Attacks deal 30% increased Damage with Hits and Ailments
4% chance to deal Double Damage while wielding a Mace, Sceptre or Staff
+20 to Strength
(Warstaves are considered Staves)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Axe or Sword Attacks deal 20% increased Damage with Ailments
20% increased Physical Damage with Axes or Swords
+5% to Physical Damage over Time Multiplier while wielding an Axe or Sword
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Timeless Jewel Passive /1
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: 2719
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: 2719
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: 2719
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: 3553
(20–30)% increased Ignite Duration on Enemies
You have Igniting Conflux for 3 seconds every 8 seconds
The Shaper's68Unaffected by Burning Ground
Group: 1511
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: 1511
Unaffected by Ignite
of the Hunt68Ignites you inflict deal Damage (7–9)% faster
Group: 931
Ignites you inflict deal Damage (10–12)% faster
of the Hunt73Ignites you inflict deal Damage (10–12)% faster
Group: 931
(10–20)% increased Ignite Duration on Enemies
Ignites you inflict deal Damage (11–15)% faster
Ignite Monster /1 ⍟
NameModifiersSpectre
DaemonY
Ignite
Level: 1–20
Cast Time: 0.70 sec
Requires Level 14
Sets an enemy on fire from a distance.
Deals Base Fire Damage per second
Base duration is 4 seconds
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
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

Ignite

CostiLvl 1: Normal: 3xArmourer's Scrap · Normal: 10000xGold
AcronymIgnite
BaseType Ignite
TargetTypesEnemy
TypeSpell, Duration, Trappable, Totemable, Mineable, Triggerable, DamageOverTime, Fire
ActiveSkillsCodeignite
Ignited
You're on fire
base_ignite_damage_taken_per_minute

stacking_ignite

AcronymIgnite
IsBuffDefinition1
BuffMergeModesID1
IsCharged0
IsInvisible0
IsRemovable0
IsSkillBuff0
BuffGroupsID-1
MaxStacks300
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

additional_ignite

AcronymIgnite
IsBuffDefinition1
BuffMergeModesID1
IsCharged0
IsInvisible0
IsRemovable0
IsSkillBuff0
BuffGroupsID-1
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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