Attribute /6
ignited
Key | Value |
---|---|
Cost | iLvl 1: Normal: 3xArmourer's Scrap · Normal: 25000xGold |
Acronym | Ignite |
BuffIcon | |
BuffGroupsID | -1 |
IsBuffDefinition | 1 |
BuffMergeModesID | 13 |
Crucible Weapon /4
Weight | Desc |
---|---|
750 (T3, T4) | 60% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 100% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 60% chance to Avoid being Frozen +20% chance to be Ignited |
750 (T3, T4) | 100% chance to Avoid being Frozen +20% chance to be Ignited |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Ignite Monster /1 ⍟
Name | Modifiers | Spectre |
---|---|---|
Daemon | Y |
Base duration is 4 seconds
Level Effect /20
Implicit |
---|
Deals Base Fire Damage per second Base duration is 4 seconds |
Level | Requires Level | Experience | |
---|---|---|---|
1 | 14 | ||
2 | 14 | ||
3 | 15 | ||
4 | 16 | ||
5 | 18 | ||
6 | 22 | ||
7 | 29 | ||
8 | 36 | ||
9 | 44 | ||
10 | 50 | ||
11 | 50 | ||
12 | 50 | ||
13 | 50 | ||
14 | 50 | ||
15 | 50 | ||
16 | 50 | ||
17 | 50 | ||
18 | 50 | ||
19 | 50 | ||
20 | 50 |
Attribute /6
Ignite
Key | Value |
---|---|
Cost | iLvl 1: Normal: 3xArmourer's Scrap · Normal: 25000xGold |
Acronym | Ignite |
BaseType | Ignite |
TargetTypes | Enemy |
Type | Spell, Duration, Trappable, Totemable, Mineable, Triggerable, DamageOverTime, Fire |
ActiveSkillsCode | ignite |
Crucible Weapon /63
Weight | Desc |
---|---|
250 (T1) | Adds 1 to 5 Fire Damage 10% chance to Ignite |
250 (T1) | Adds 3 to 6 Fire Damage 10% chance to Ignite |
250 (T1) | Adds 7 to 12 Fire Damage 10% chance to Ignite |
125 (T1) | Adds 12 to 19 Fire Damage 10% chance to Ignite |
63 (T1) | Adds 25 to 39 Fire Damage 10% chance to Ignite |
250 (T1) | Adds 4 to 9 Fire Damage 20% chance to Ignite |
250 (T1) | Adds 7 to 11 Fire Damage 20% chance to Ignite |
250 (T1) | Adds 13 to 22 Fire Damage 20% chance to Ignite |
125 (T1) | Adds 23 to 36 Fire Damage 20% chance to Ignite |
63 (T1) | Adds 48 to 71 Fire Damage 20% chance to Ignite |
125 (T1) | Adds 3 to 6 Fire Damage Adds 3 to 6 Cold Damage Adds 1 to 8 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 13 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 25 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 15 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 25 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 46 Lightning Damage 10% chance to Freeze, Shock and Ignite |
250 (T1) | Adds 1 to 3 Fire Damage to Spells 10% chance to Ignite |
250 (T1) | Adds 2 to 4 Fire Damage to Spells 10% chance to Ignite |
250 (T1) | Adds 4 to 9 Fire Damage to Spells 10% chance to Ignite |
125 (T1) | Adds 8 to 14 Fire Damage to Spells 10% chance to Ignite |
63 (T1) | Adds 18 to 28 Fire Damage to Spells 10% chance to Ignite |
250 (T1) | Adds 2 to 6 Fire Damage to Spells 20% chance to Ignite |
250 (T1) | Adds 5 to 8 Fire Damage to Spells 20% chance to Ignite |
250 (T1) | Adds 9 to 16 Fire Damage to Spells 20% chance to Ignite |
125 (T1) | Adds 16 to 26 Fire Damage to Spells 20% chance to Ignite |
63 (T1) | Adds 34 to 51 Fire Damage to Spells 20% chance to Ignite |
2500 (T1) | Minions deal 1 to 3 additional Fire Damage Minions have 8% chance to Ignite |
2500 (T1) | Minions deal 2 to 4 additional Fire Damage Minions have 8% chance to Ignite |
2500 (T1) | Minions deal 4 to 9 additional Fire Damage Minions have 8% chance to Ignite |
1250 (T1) | Minions deal 8 to 14 additional Fire Damage Minions have 8% chance to Ignite |
630 (T1) | Minions deal 18 to 28 additional Fire Damage Minions have 8% chance to Ignite |
2500 (T1) | Minions deal 2 to 6 additional Fire Damage Minions have 16% chance to Ignite |
2500 (T1) | Minions deal 5 to 8 additional Fire Damage Minions have 16% chance to Ignite |
2500 (T1) | Minions deal 9 to 16 additional Fire Damage Minions have 16% chance to Ignite |
1250 (T1) | Minions deal 16 to 26 additional Fire Damage Minions have 16% chance to Ignite |
630 (T1) | Minions deal 34 to 51 additional Fire Damage Minions have 16% chance to Ignite |
250 (T3, T4) | 6% chance to Scorch Enemies Cannot inflict Ignite |
250 (T3, T4) | 10% chance to Scorch Enemies Cannot inflict Ignite |
250 (T3, T4) | 12% chance to Scorch Enemies Cannot inflict Ignite |
250 (T3, T4) | 20% chance to Scorch Enemies Cannot inflict Ignite |
300 (T3, T4) | 20% increased Ignite Duration on Enemies 15% increased Ignite Duration on you |
300 (T3, T4) | 30% increased Ignite Duration on Enemies 20% increased Ignite Duration on you |
300 (T3, T4) | 35% increased Ignite Duration on Enemies 30% increased Ignite Duration on you |
300 (T3, T4) | 50% increased Ignite Duration on Enemies 40% increased Ignite Duration on you |
750 (T3, T4) | 60% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 100% chance to Avoid being Ignited +20% chance to be Shocked |
750 (T3, T4) | 60% chance to Avoid being Frozen +20% chance to be Ignited |
750 (T3, T4) | 100% chance to Avoid being Frozen +20% chance to be Ignited |
800 (T3, T4) | 20% increased Ignite Duration on you Minions have 8% chance to Ignite |
800 (T3, T4) | 20% increased Ignite Duration on you Minions have 12% chance to Ignite |
800 (T3, T4) | 40% increased Ignite Duration on you Minions have 16% chance to Ignite |
800 (T3, T4) | 40% increased Ignite Duration on you Minions have 24% chance to Ignite |
100 (T3, T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
100 (T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
25 (T3, T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
25 (T4) | Socketed Gems are Supported by Level 10 Ignite Proliferation |
1000 (T5) | All Damage from Lightning Arrow and Ice Shot Hits can Ignite 25% chance for Ignites inflicted with Lightning Arrow or Ice Shot to deal 100% more Damage |
500 (T5) | Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits Cannot Ignite, Chill, Freeze or Shock |
500 (T5) | All Damage from Lightning Strike and Frost Blades Hits can Ignite 15% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage |
1000 (T5) | All Damage from Lightning Strike and Frost Blades Hits can Ignite 25% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage |
1000 (T5) | All Damage from Shock Nova and Storm Call Hits can Ignite 15% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage |
1000 (T5) | All Damage from Shock Nova and Storm Call Hits can Ignite 25% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage |
1000 (T1, T2, T3, T4, T5) | Socketed Gems are Supported by Level 30 Ignite Proliferation |
Supported By /20
Icon | Name |
---|---|
Trap Support | Trap Support Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a trap that will use the skill for you when an enemy walks near it. Traps cannot use channelling skills. |
Item Rarity Support | Item Rarity Support Supports any skill that can kill enemies. |
Faster Casting Support | Faster Casting Support Supports non-instant spell skills. |
More Duration Support | More Duration Support Supports any skill with a duration. |
Spell Totem Support | Spell Totem Support Supports spell skills that are not triggered. Instead of casting that spell, you will summon a totem that casts the spell for you. |
Blastchain Mine Support | Blastchain Mine Support Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills. |
Less Duration Support | Less Duration Support Supports any skill that has a duration. |
Cast on Death Support | Cast on Death Support Each supported spell skill will be triggered when you die. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered. |
Cast when Damage Taken Support | Cast when Damage Taken Support Each supported spell skill will track damage you take, and be triggered when the total damage taken reaches a threshold. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered. |
Cast when Stunned Support | Cast when Stunned Support Each supported spell skill will have a chance to be triggered when you are stunned. Cannot support skills used by totems, traps, or mines. Vaal skills, channelling skills, and skills with a reservation cannot be triggered. |
Hypothermia Support | Hypothermia Support Supports any skill that deals damage. |
Void Manipulation Support | Void Manipulation Support Supports any skill that deals damage. |
Swift Affliction Support | Swift Affliction Support Supports any skill that has a duration, or can hit enemies to inflict ailments on them. |
Efficacy Support | Efficacy Support Supports any skill that deals damage or has a duration. |
Brutality Support | Brutality Support Supports any skill that deals damage. |
Arcane Surge Support | Arcane Surge Support Each supported spell will track how much mana you spend on it, granting a buff when the total mana spent reaches a threshold. Cannot support skills used by totems, traps, mines or skills with a reservation. |
High-Impact Mine Support | High-Impact Mine Support Supports spells, or attacks that use bows or wands. Instead of using that skill, you will throw a mine that will use the skill for you when you detonate it. Mines cannot use channelling skills. |
Awakened Brutality Support | Awakened Brutality Support Supports any skill that deals damage. |
Awakened Swift Affliction Support | Awakened Swift Affliction Support Supports any skill that has a duration, or can hit enemies to inflict ailments on them. |
Awakened Void Manipulation Support | Awakened Void Manipulation Support Supports any skill that deals damage. |
Skill Gem /19
Skill Gem Quality /6
Item | Stats |
---|---|
Burning Arrow | (0–20)% more Damage with Ignite |
Flammability | Ignite on Cursed enemies has (0–20)% increased Duration |
Flame Surge | Burning ground deals +(0–10)% of Fire Damage per second of inflicted Ignite |
Vaal Burning Arrow | (0–20)% more Damage with Ignite |
Wild Strike | (0–20)% chance to Freeze, Shock and Ignite |
Incinerate | Final wave deals +(0–100)% more Damage with Hits Final wave deals +(0–50)% more Damage with Ignite |
Support Gem Quality /2
Item | Stats |
---|---|
Controlled Blaze Support | Supported Skills have (0–10)% chance to Ignite |
[UNUSED] Conflagration Support | Supported Skills have (0–10)% chance to Ignite |
Item mods /187
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
40 | Corrupted | Cannot be Ignited | ring 1000 default 0 | |
of Ignition | 15 | Suffix | 10% chance to Ignite elemental fire ailment | sceptre 1000 wand 1000 default 0 |
of Combustion | 45 | Suffix | 15% chance to Ignite elemental fire ailment | sceptre 1000 wand 1000 default 0 |
of Conflagration | 75 | Suffix | 20% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 |
of Ignition | 15 | Suffix | 20% chance to Ignite elemental fire ailment | staff 1000 default 0 |
of Combustion | 45 | Suffix | 25% chance to Ignite elemental fire ailment | staff 1000 default 0 |
of Conflagration | 75 | Suffix | 30% chance to Ignite elemental fire ailment | staff 500 default 0 |
of the Elder | 68 | Suffix | Socketed Gems are Supported by Level 16 Immolate (8–12)% increased Ignite Duration on Enemies elemental fire ailment gem | helmet_elder 800 default 0 |
of the Elder | 75 | Suffix | Socketed Gems are Supported by Level 18 Immolate (13–16)% increased Ignite Duration on Enemies elemental fire ailment gem | helmet_elder 800 default 0 |
of the Elder | 80 | Suffix | Socketed Gems are Supported by Level 20 Immolate (17–20)% increased Ignite Duration on Enemies elemental fire ailment gem | helmet_elder 800 default 0 |
The Elder's | 68 | Prefix | Adds (19–26) to (38–46) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_elder 800 default 0 |
The Elder's | 75 | Prefix | Adds (23–30) to (47–54) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_elder 800 default 0 |
of the Elder | 75 | Suffix | Remove Ignite and Burning when you use a Flask elemental fire ailment | belt_elder 400 default 0 |
of Shaping | 68 | Suffix | Socketed Gems are Supported by Level 18 Elemental Proliferation (5–7)% chance to Freeze, Shock and Ignite elemental fire cold lightning ailment gem | sceptre_shaper 1000 default 0 |
of Shaping | 75 | Suffix | Socketed Gems are Supported by Level 20 Elemental Proliferation (8–10)% chance to Freeze, Shock and Ignite elemental fire cold lightning ailment gem | sceptre_shaper 1000 default 0 |
of the Elder | 68 | Suffix | Socketed Gems are Supported by Level 18 Unbound Ailments (5–7)% chance to Freeze, Shock and Ignite elemental fire cold lightning ailment gem | sceptre_elder 1000 default 0 |
of the Elder | 75 | Suffix | Socketed Gems are Supported by Level 20 Unbound Ailments (8–10)% chance to Freeze, Shock and Ignite elemental fire cold lightning ailment gem | sceptre_elder 1000 default 0 |
of the Crusade | 75 | Suffix | (51–60)% chance to Avoid being Ignited elemental fire ailment | boots_crusader 1000 quiver_crusader 1000 default 0 |
of the Hunt | 68 | Suffix | Ignites you inflict deal Damage (7–9)% faster damage elemental fire ailment | boots_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Ignites you inflict deal Damage (10–12)% faster damage elemental fire ailment | boots_basilisk 500 default 0 |
of the Crusade | 75 | Suffix | (51–60)% reduced Ignite Duration on you elemental fire ailment | helmet_crusader 1000 default 0 |
of Redemption | 68 | Suffix | (15–17)% increased Burning Damage (6–8)% chance to Ignite damage elemental fire ailment | helmet_eyrie 500 default 0 |
of Redemption | 75 | Suffix | (18–20)% increased Burning Damage (6–8)% chance to Ignite damage elemental fire ailment | helmet_eyrie 500 default 0 |
of the Conquest | 75 | Suffix | Remove Ignite and Burning when you use a Flask elemental fire ailment | belt_adjudicator 500 default 0 |
Warlord's | 68 | Prefix | Adds (19–26) to (38–46) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_adjudicator 500 default 0 |
Warlord's | 75 | Prefix | Adds (23–30) to (47–54) Fire Damage against Ignited Enemies damage elemental fire ailment | ring_adjudicator 500 default 0 |
of the Hunt | 68 | Suffix | Ignites you inflict deal Damage (8–12)% faster damage elemental fire ailment | sceptre_basilisk 500 wand_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Ignites you inflict deal Damage (13–15)% faster damage elemental fire ailment | sceptre_basilisk 500 wand_basilisk 500 default 0 |
of the Hunt | 68 | Suffix | Ignites you inflict deal Damage (18–21)% faster damage elemental fire ailment | staff_basilisk 500 warstaff_basilisk 500 default 0 |
of the Hunt | 73 | Suffix | Ignites you inflict deal Damage (22–25)% faster damage elemental fire ailment | staff_basilisk 500 warstaff_basilisk 500 default 0 |
1 | FlaskEnchantmentInjector | Used when you become Ignited | flask 100 default 0 | |
68 | ScourgeUpside | (31–35)% reduced Ignite Duration on you elemental fire ailment | ring 500 default 0 | |
68 | ScourgeUpside | (36–40)% reduced Ignite Duration on you elemental fire ailment | ring 500 default 0 | |
45 | ScourgeUpside | (26–30)% chance to Avoid being Ignited elemental fire ailment | ring 500 default 0 | |
68 | ScourgeUpside | (31–35)% chance to Avoid being Ignited elemental fire ailment | ring 500 default 0 | |
68 | ScourgeUpside | (36–40)% chance to Avoid being Ignited elemental fire ailment | ring 500 default 0 | |
45 | ScourgeUpside | (5–6)% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | (7–8)% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | (9–10)% chance to Ignite elemental fire ailment | sceptre 500 wand 500 default 0 | |
45 | ScourgeUpside | (7–9)% chance to Ignite elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | (10–12)% chance to Ignite elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | (13–15)% chance to Ignite elemental fire ailment | staff 500 default 0 | |
45 | ScourgeUpside | Ignites you inflict deal Damage (4–5)% faster damage elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (6–7)% faster damage elemental fire ailment | sceptre 500 wand 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (8–9)% faster damage elemental fire ailment | sceptre 500 wand 500 default 0 | |
45 | ScourgeUpside | Ignites you inflict deal Damage (8–9)% faster damage elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (10–11)% faster damage elemental fire ailment | staff 500 default 0 | |
68 | ScourgeUpside | Ignites you inflict deal Damage (12–13)% faster damage elemental fire ailment | staff 500 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.2 metres elemental fire ailment | no_tier_6_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.3 metres elemental fire ailment | no_tier_5_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.4 metres elemental fire ailment | no_tier_4_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.5 metres elemental fire ailment | no_tier_3_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailment | no_tier_2_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | Ignites you inflict spread to other Enemies within 1.7 metres elemental fire ailment | no_tier_1_eldritch_implicit 0 gloves 400 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailment | no_tier_5_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.7 metres elemental fire ailment | no_tier_4_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.8 metres elemental fire ailment | no_tier_3_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 1.9 metres elemental fire ailment | no_tier_2_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, Ignites you inflict spread to other Enemies within 2 metres elemental fire ailment | no_tier_1_eldritch_implicit 0 gloves 200 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2 metres elemental fire ailment | no_tier_4_eldritch_implicit 0 gloves 80 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.1 metres elemental fire ailment | no_tier_3_eldritch_implicit 0 gloves 80 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.2 metres elemental fire ailment | no_tier_2_eldritch_implicit 0 gloves 80 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict spread to other Enemies within 2.3 metres elemental fire ailment | no_tier_1_eldritch_implicit 0 gloves 80 default 0 | |
75 | BlueImplicit | 5% chance to Ignite elemental fire ailment | no_tier_6_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 10% chance to Ignite elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 15% chance to Ignite elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 20% chance to Ignite elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 25% chance to Ignite elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | 30% chance to Ignite elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 20% chance to Ignite elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 25% chance to Ignite elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 30% chance to Ignite elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 35% chance to Ignite elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, 40% chance to Ignite elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 35% chance to Ignite elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 40% chance to Ignite elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 45% chance to Ignite elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, 50% chance to Ignite elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | (33–35)% reduced Ignite Duration on you elemental fire ailment | no_tier_6_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (36–38)% reduced Ignite Duration on you elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (39–41)% reduced Ignite Duration on you elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (42–44)% reduced Ignite Duration on you elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (45–47)% reduced Ignite Duration on you elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | (48–50)% reduced Ignite Duration on you elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 700 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (45–47)% reduced Ignite Duration on you elemental fire ailment | no_tier_5_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (48–50)% reduced Ignite Duration on you elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (51–53)% reduced Ignite Duration on you elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (54–57)% reduced Ignite Duration on you elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, (58–61)% reduced Ignite Duration on you elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 350 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (57–59)% reduced Ignite Duration on you elemental fire ailment | no_tier_4_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (60–62)% reduced Ignite Duration on you elemental fire ailment | no_tier_3_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (63–66)% reduced Ignite Duration on you elemental fire ailment | no_tier_2_eldritch_implicit 0 helmet 140 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, (67–70)% reduced Ignite Duration on you elemental fire ailment | no_tier_1_eldritch_implicit 0 helmet 140 default 0 | |
75 | RedImplicit | (33–35)% chance to Avoid being Ignited elemental fire ailment | no_tier_6_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (36–38)% chance to Avoid being Ignited elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (39–41)% chance to Avoid being Ignited elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (42–44)% chance to Avoid being Ignited elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (45–47)% chance to Avoid being Ignited elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | (48–50)% chance to Avoid being Ignited elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 700 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (45–47)% chance to Avoid being Ignited elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (48–50)% chance to Avoid being Ignited elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (51–53)% chance to Avoid being Ignited elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (54–57)% chance to Avoid being Ignited elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Unique Enemy is in your Presence, (58–61)% chance to Avoid being Ignited elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 350 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (57–59)% chance to Avoid being Ignited elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (60–62)% chance to Avoid being Ignited elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (63–66)% chance to Avoid being Ignited elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 140 default 0 | |
75 | RedImplicit | While a Pinnacle Atlas Boss is in your Presence, (67–70)% chance to Avoid being Ignited elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 140 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 5% faster damage elemental fire ailment | no_tier_6_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 6% faster damage elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 7% faster damage elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 8% faster damage elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 9% faster damage elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | Ignites you inflict deal Damage 10% faster damage elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 600 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 9% faster elemental fire ailment | no_tier_5_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 10% faster elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 11% faster elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 12% faster elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Unique Enemy is in your Presence, Ignites you inflict deal Damage 13% faster elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 300 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 13% faster elemental fire ailment | no_tier_4_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 14% faster elemental fire ailment | no_tier_3_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 15% faster elemental fire ailment | no_tier_2_eldritch_implicit 0 boots 120 default 0 | |
75 | BlueImplicit | While a Pinnacle Atlas Boss is in your Presence, Ignites you inflict deal Damage 16% faster elemental fire ailment | no_tier_1_eldritch_implicit 0 boots 120 default 0 | |
1 | WeaponTree | Adds 1 to 5 Fire Damage 10% chance to Ignite | one_hand_weapon 250 default 0 | |
26 | WeaponTree | Adds 3 to 6 Fire Damage 10% chance to Ignite | one_hand_weapon 250 default 0 | |
42 | WeaponTree | Adds 7 to 12 Fire Damage 10% chance to Ignite | one_hand_weapon 250 default 0 | |
62 | WeaponTree | Adds 12 to 19 Fire Damage 10% chance to Ignite | one_hand_weapon 125 default 0 | |
82 | WeaponTree | Adds 25 to 39 Fire Damage 10% chance to Ignite | one_hand_weapon 63 default 0 | |
1 | WeaponTree | Adds 4 to 9 Fire Damage 20% chance to Ignite | two_hand_weapon 250 default 0 | |
26 | WeaponTree | Adds 7 to 11 Fire Damage 20% chance to Ignite | two_hand_weapon 250 default 0 | |
42 | WeaponTree | Adds 13 to 22 Fire Damage 20% chance to Ignite | two_hand_weapon 250 default 0 | |
62 | WeaponTree | Adds 23 to 36 Fire Damage 20% chance to Ignite | two_hand_weapon 125 default 0 | |
82 | WeaponTree | Adds 48 to 71 Fire Damage 20% chance to Ignite | two_hand_weapon 63 default 0 | |
36 | WeaponTree | Adds 3 to 6 Fire Damage Adds 3 to 6 Cold Damage Adds 1 to 8 Lightning Damage 5% chance to Freeze, Shock and Ignite | one_hand_weapon 125 default 0 | |
60 | WeaponTree | Adds 6 to 10 Fire Damage Adds 6 to 10 Cold Damage Adds 1 to 13 Lightning Damage 5% chance to Freeze, Shock and Ignite | one_hand_weapon 63 default 0 | |
85 | WeaponTree | Adds 13 to 20 Fire Damage Adds 13 to 20 Cold Damage Adds 3 to 25 Lightning Damage 5% chance to Freeze, Shock and Ignite | one_hand_weapon 31 default 0 | |
36 | WeaponTree | Adds 7 to 11 Fire Damage Adds 7 to 11 Cold Damage Adds 3 to 15 Lightning Damage 10% chance to Freeze, Shock and Ignite | two_hand_weapon 125 default 0 | |
60 | WeaponTree | Adds 12 to 20 Fire Damage Adds 12 to 20 Cold Damage Adds 3 to 25 Lightning Damage 10% chance to Freeze, Shock and Ignite | two_hand_weapon 63 default 0 | |
85 | WeaponTree | Adds 24 to 35 Fire Damage Adds 24 to 35 Cold Damage Adds 4 to 46 Lightning Damage 10% chance to Freeze, Shock and Ignite | two_hand_weapon 31 default 0 | |
1 | WeaponTree | Adds 1 to 3 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 250 attack_dagger 0 wand 250 sceptre 250 dagger 250 default 0 | |
26 | WeaponTree | Adds 2 to 4 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 250 attack_dagger 0 wand 250 sceptre 250 dagger 250 default 0 | |
42 | WeaponTree | Adds 4 to 9 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 250 attack_dagger 0 wand 250 sceptre 250 dagger 250 default 0 | |
62 | WeaponTree | Adds 8 to 14 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 125 attack_dagger 0 wand 125 sceptre 125 dagger 125 default 0 | |
82 | WeaponTree | Adds 18 to 28 Fire Damage to Spells 10% chance to Ignite | two_hand_weapon 0 caster_unique_weapon 63 attack_dagger 0 wand 63 sceptre 63 dagger 63 default 0 | |
1 | WeaponTree | Adds 2 to 6 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 250 attack_staff 0 staff 250 default 0 | |
26 | WeaponTree | Adds 5 to 8 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 250 attack_staff 0 staff 250 default 0 | |
42 | WeaponTree | Adds 9 to 16 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 250 attack_staff 0 staff 250 default 0 | |
62 | WeaponTree | Adds 16 to 26 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 125 attack_staff 0 staff 125 default 0 | |
82 | WeaponTree | Adds 34 to 51 Fire Damage to Spells 20% chance to Ignite | one_hand_weapon 0 caster_unique_weapon 63 attack_staff 0 staff 63 default 0 | |
1 | WeaponTree | Minions deal 1 to 3 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
26 | WeaponTree | Minions deal 2 to 4 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
42 | WeaponTree | Minions deal 4 to 9 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
62 | WeaponTree | Minions deal 8 to 14 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 1250 minion_unique_weapon 1250 default 0 | |
82 | WeaponTree | Minions deal 18 to 28 additional Fire Damage Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 630 minion_unique_weapon 630 default 0 | |
1 | WeaponTree | Minions deal 2 to 6 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
26 | WeaponTree | Minions deal 5 to 8 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
42 | WeaponTree | Minions deal 9 to 16 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 2500 minion_unique_weapon 2500 default 0 | |
62 | WeaponTree | Minions deal 16 to 26 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 1250 minion_unique_weapon 1250 default 0 | |
82 | WeaponTree | Minions deal 34 to 51 additional Fire Damage Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 630 minion_unique_weapon 630 default 0 | |
25 | WeaponTree | 6% chance to Scorch Enemies Cannot inflict Ignite | one_hand_weapon 250 default 0 | |
68 | WeaponTree | 10% chance to Scorch Enemies Cannot inflict Ignite | one_hand_weapon 250 default 0 | |
25 | WeaponTree | 12% chance to Scorch Enemies Cannot inflict Ignite | two_hand_weapon 250 default 0 | |
68 | WeaponTree | 20% chance to Scorch Enemies Cannot inflict Ignite | two_hand_weapon 250 default 0 | |
1 | WeaponTree | 20% increased Ignite Duration on Enemies 15% increased Ignite Duration on you | one_hand_weapon 300 shield 300 default 0 | |
45 | WeaponTree | 30% increased Ignite Duration on Enemies 20% increased Ignite Duration on you | one_hand_weapon 300 shield 300 default 0 | |
1 | WeaponTree | 35% increased Ignite Duration on Enemies 30% increased Ignite Duration on you | two_hand_weapon 300 default 0 | |
45 | WeaponTree | 50% increased Ignite Duration on Enemies 40% increased Ignite Duration on you | two_hand_weapon 300 default 0 | |
1 | WeaponTree | 60% chance to Avoid being Ignited +20% chance to be Shocked | shield 750 default 0 | |
60 | WeaponTree | 100% chance to Avoid being Ignited +20% chance to be Shocked | shield 750 default 0 | |
1 | WeaponTree | 60% chance to Avoid being Frozen +20% chance to be Ignited | shield 750 default 0 | |
60 | WeaponTree | 100% chance to Avoid being Frozen +20% chance to be Ignited | shield 750 default 0 | |
25 | WeaponTree | 20% increased Ignite Duration on you Minions have 8% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
78 | WeaponTree | 20% increased Ignite Duration on you Minions have 12% chance to Ignite | two_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
25 | WeaponTree | 40% increased Ignite Duration on you Minions have 16% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
78 | WeaponTree | 40% increased Ignite Duration on you Minions have 24% chance to Ignite | one_hand_weapon 0 weapon_can_roll_minion_modifiers 800 minion_unique_weapon 800 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | one_hand_weapon 100 shield 100 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | two_hand_weapon 100 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | one_hand_weapon 25 shield 25 default 0 | |
38 | WeaponTree | Socketed Gems are Supported by Level 10 Ignite Proliferation | two_hand_weapon 25 default 0 | |
1 | WeaponTree | All Damage from Lightning Arrow and Ice Shot Hits can Ignite 25% chance for Ignites inflicted with Lightning Arrow or Ice Shot to deal 100% more Damage | bow 1000 default 0 | |
1 | WeaponTree | Always inflict Scorch, Brittle and Sapped with Elemental Hit and Wild Strike Hits Cannot Ignite, Chill, Freeze or Shock | shield 500 weapon 500 default 0 | |
1 | WeaponTree | All Damage from Lightning Strike and Frost Blades Hits can Ignite 15% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage | ranged 0 shield 500 one_hand_weapon 1000 default 0 | |
1 | WeaponTree | All Damage from Lightning Strike and Frost Blades Hits can Ignite 25% chance for Ignites inflicted with Lightning Strike or Frost Blades to deal 100% more Damage | ranged 0 two_hand_weapon 1000 default 0 | |
1 | WeaponTree | All Damage from Shock Nova and Storm Call Hits can Ignite 15% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage | two_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 shield 500 default 0 | |
1 | WeaponTree | All Damage from Shock Nova and Storm Call Hits can Ignite 25% chance for Ignites inflicted with Shock Nova or Storm Call to deal 100% more Damage | one_hand_weapon 0 caster_unique_weapon 1000 attack_staff 0 attack_dagger 0 weapon_can_roll_minion_modifiers 0 wand 1000 staff 1000 dagger 1000 sceptre 1000 default 0 | |
1 | WeaponTree | Socketed Gems are Supported by Level 30 Ignite Proliferation | crucible_unique_staff 1000 default 0 | |
of Haunting | 16 | Suffix | (60–75)% chance to Avoid being Ignited elemental fire ailment | necropolis_boots 500 default 0 |
Enchantment Modifier /11
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Enchantment Status Ailments 1 | 53 | Enchantment | 6% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailment | boots 100 default 0 |
Enchantment Status Ailments 2 | 66 | Enchantment | 8% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailment | boots 100 default 0 |
Enchantment Status Ailments 3 | 75 | Enchantment | 10% chance to Freeze, Shock and Ignite if you haven't Crit Recently elemental fire cold lightning critical ailment | boots 100 default 0 |
Enchantment Burning Arrow Ignite Chance 1 | 66 | Enchantment | Burning Arrow has +20% chance to Ignite elemental fire attack ailment | helmet 100 default 0 |
Enchantment Burning Arrow Ignite Chance 2 | 75 | Enchantment | Burning Arrow has +30% chance to Ignite elemental fire attack ailment | helmet 100 default 0 |
Enchantment Elemental Hit Chance To Freeze Shock Ignite 1 | 66 | Enchantment | Elemental Hit has +20% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailment | helmet 100 default 0 |
Enchantment Elemental Hit Chance To Freeze Shock Ignite 2 | 75 | Enchantment | Elemental Hit has +30% chance to Freeze, Shock and Ignite elemental fire cold lightning attack ailment | helmet 100 default 0 |
Enchantment Fireball Ignite Chance 1 | 66 | Enchantment | Fireball has +20% chance to Ignite elemental fire caster ailment | helmet 100 default 0 |
Enchantment Fireball Ignite Chance 2 | 75 | Enchantment | Fireball has +30% chance to Ignite elemental fire caster ailment | helmet 100 default 0 |
Enchantment Burning Arrow Ignite Chance 1 | 66 | Enchantment | Burning Arrow has +16% chance to Ignite elemental fire attack ailment | helmet 0 default 0 |
Enchantment Burning Arrow Ignite Chance 2 | 75 | Enchantment | Burning Arrow has +24% chance to Ignite elemental fire attack ailment | helmet 0 default 0 |
Monsters mods /28
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Unique | Always Ignite elemental fire ailment | ||
1 | Unique | 50% chance to Ignite elemental fire ailment | ||
1 | Unique | 100% chance to Avoid being Ignited elemental fire ailment | ||
Igniting | 34 | Unique | Hits always Ignite 25% increased Ignite Duration on Enemies All Damage can Ignite additional fire resistance against damage over time % [30] ignite damage +% [100] | no_common_monster_mods 0 magic 0 default 2500 |
of Flame-striding | 13 | Unique | 30% increased Fire Damage +40% to Fire Resistance Hits always Ignite Gain 25% of Physical Damage as Extra Fire Damage 50% of Physical Damage Converted to Fire Damage ignite damage +% [200] scorch ailment effect on self +% [-50] | no_common_monster_mods 0 immobile 0 no_strider_mod 0 magic 0 default 1000 |
Elemental | 46 | Unique | +50% to all Elemental Resistances Hits always Ignite Hits always Shock All Damage with Hits can Chill Gain 60% of Physical Damage as Extra Damage of a random Element All Damage can Ignite All Damage can Shock | no_common_monster_mods 0 magic 0 default 800 |
Elemental | 24 | Unique | +50% to all Elemental Resistances Hits always Ignite Hits always Shock All Damage with Hits can Chill Gain 60% of Physical Damage as Extra Damage of a random Element All Damage can Ignite All Damage can Shock | rare 0 default 800 |
Igniting | 34 | Unique | Hits always Ignite 25% increased Ignite Duration on Enemies All Damage can Ignite additional fire resistance against damage over time % [30] ignite damage +% [100] | no_common_monster_mods 0 rare 0 default 2500 |
of Flame-striding | 13 | Unique | 30% increased Fire Damage +40% to Fire Resistance Hits always Ignite Gain 25% of Physical Damage as Extra Fire Damage 50% of Physical Damage Converted to Fire Damage ignite damage +% [200] scorch ailment effect on self +% [-50] | immobile 0 no_strider_mod 0 not_part_of_pack 0 rare 0 default 1000 |
1 | Unique | Hits always Ignite 25% increased Ignite Duration on Enemies All Damage can Ignite ignite damage +% [100] | ||
1 | Unique | 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen 100% chance to Avoid being Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Ignited 100% chance to Avoid being Chilled 100% chance to Avoid being Frozen Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled Avoids Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Avoids Frozen Avoids Chilled 100% chance to Avoid being Ignited Unaffected by Shock elemental fire cold lightning ailment | ||
1 | Unique | Gain 20% of Physical Damage as Extra Fire Damage 50% chance to Ignite bleed damage physical elemental fire ailment | ||
Arsonist's Touch | 1 | Torment | +25% to Fire Resistance Gain 25% of Physical Damage as Extra Fire Damage 10% chance to Ignite bleed damage physical elemental fire resistance ailment | default 1000 |
Arsonist's Grip | 1 | Torment | +40% to Fire Resistance Gain 60% of Physical Damage as Extra Fire Damage 25% chance to Ignite bleed damage physical elemental fire resistance ailment | default 1000 |
1 | Unique | ignite art variation [1] | ||
1 | Unique | ignite art variation [2] | ||
1 | Unique | 25% chance to Ignite elemental fire ailment | ||
Three Hands Talisman | 1 | Talisman | 50% chance to Ignite 50% chance to Freeze 50% chance to Shock Gain 30% of Physical Damage as Extra Damage of a random Element bleed damage physical elemental fire cold lightning ailment | |
1 | Unique | self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] bleed poison physical elemental fire chaos attack ailment | ||
1 | Unique | Gain 50% of Physical Damage as Extra Fire Damage Always Ignite All Damage can Ignite bleed damage physical elemental fire ailment | ||
1 | Unique | 50% chance to Avoid being Chilled 50% chance to Avoid being Frozen 50% chance to Avoid being Ignited 50% chance to Avoid being Shocked 50% chance to Avoid being Poisoned 50% chance to Avoid Bleeding ailment | ||
of the Magma | 1 | Suffix | +75% to Fire Resistance 80% reduced Ignite Duration on you | default 5000 |
of Ignition | 34 | Suffix | Hits always Ignite ignite damage +% [0] | fire_affinity 2500 default 0 |
1 | Unique | Hits always Ignite All Damage can Ignite | ||
1 | Unique | Non-Damaging Elemental Ailments you inflict have 50% less Effect self bleed duration +% final [-50] self ignite duration +% final [-50] self poison duration +% final [-50] |
Abyss Jewel mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
1 | Corrupted | (20–25)% chance to Avoid being Ignited elemental fire ailment | default 1000 | |
of Combustion | 60 | Suffix | Minions have (10–15)% chance to Ignite elemental fire minion ailment | abyss_jewel_summoner 400 default 0 |
of Nonflammability | 50 | Suffix | (31–40)% chance to Avoid being Ignited elemental fire ailment | default 300 |
of Fireproofing | 70 | Suffix | (41–50)% chance to Avoid being Ignited elemental fire ailment | default 150 |
Fossil mods /1
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
of the Underground | 1 | Suffix | Cannot be Shocked or Ignited while moving elemental lightning ailment | abyss_jewel 0 jewel 0 ring 2000 default 0 |
Map mods /8
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Empowered | 1 | Prefix | Monsters have a 15% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | uber_tier_map 0 mid_tier_map 800 expedition_logbook 0 primordial_map 0 default 0 |
Empowered | 1 | Prefix | Monsters have a 10% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
Empowered | 73 | Prefix | Monsters have a 15% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
Empowered | 1 | Prefix | Monsters have a 20% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | uber_tier_map 0 top_tier_map 800 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
Empowered | 1 | Prefix | Monsters have a 20% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area elemental fire cold lightning ailment | uber_tier_map 0 top_tier_map 0 maven_map 800 primordial_map 800 default 0 |
Empowered | 78 | Prefix | Monsters have a 20% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | uber_tier_map 0 top_tier_map 0 expedition_logbook 800 default 0 |
Conflagrating | 1 | Prefix | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size elemental fire ailment | uber_tier_map 0 secret_area 0 unique_map 0 maven_map 0 expedition_logbook 0 primordial_map 0 default 650 |
Conflagrating | 1 | Prefix | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area elemental fire ailment | uber_tier_map 0 secret_area 0 unique_map 0 maven_map 650 primordial_map 650 default 0 |
Delve Area mods /4
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
92 | DelveArea | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size elemental fire ailment | default 1000 | |
1 | DelveArea | Monsters have a (10–15)% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | default 1000 | |
52 | DelveArea | Monsters have a (16–25)% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | default 1000 | |
173 | DelveArea | Monsters have a (26–35)% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | default 1000 |
Heist Area mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Conflagrating | 46 | Prefix | All Monster Damage from Hits always Ignites heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] map item drop quantity +% [10] map item drop rarity +% [6] elemental fire ailment | default 650 |
Empowered | 73 | Prefix | Monsters have a 15% chance to Ignite, Freeze and Shock on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] ailment | default 800 |
Empowered | 78 | Prefix | Monsters have a 20% chance to Ignite, Freeze and Shock on Hit heist contract alert level +% final [-5] heist contract lockdown timer +% [5] heist monster spawner alive limit +% [5] map item drop quantity +% [13] map item drop rarity +% [8] ailment | default 800 |
Veiled mods /3
Name | Level | Pre/Suf | Description | Weight |
---|---|---|---|---|
Chosen | 60 | Prefix | (70–79)% increased Fire Damage (21–23)% chance to Ignite damage elemental fire ailment | two_hand_weapon 0 wand 1000 dagger 1000 sceptre 1000 weapon 100 default 0 |
Chosen | 60 | Prefix | (100–109)% increased Fire Damage (35–40)% chance to Ignite damage elemental fire ailment | one_hand_weapon 0 bow 0 staff 1000 weapon 100 default 0 |
of the Order | 60 | Suffix | +(31–35) to Strength (21–25)% chance to Avoid being Ignited attribute | body_armour 1000 shield 1000 default 0 |
Crafting Bench /11
Mod | Require | ItemClasses | Unlock |
---|---|---|---|
(41–50)% reduced Ignite Duration on you | 4x Orb of Alteration | Ring | The Ascent |
(51–60)% reduced Ignite Duration on you | 2x Chaos Orb | Ring | Malformation Map |
(60–64)% increased Fire Damage (21–24)% chance to Ignite | 3x Orb of Alchemy | Two Hand Melee | Betrayal Unveil |
(65–72)% increased Fire Damage (25–28)% chance to Ignite | 3x Chaos Orb | Two Hand Melee | Betrayal Unveil |
(73–80)% increased Fire Damage (29–34)% chance to Ignite | 8x Chaos Orb | Two Hand Melee | Betrayal Unveil |
(36–41)% increased Fire Damage (13–15)% chance to Ignite | 3x Orb of Alchemy | One Hand Melee · One Hand Ranged | Betrayal Unveil |
(42–50)% increased Fire Damage (16–17)% chance to Ignite | 3x Chaos Orb | One Hand Melee · One Hand Ranged | Betrayal Unveil |
(51–60)% increased Fire Damage (18–20)% chance to Ignite | 8x Chaos Orb | One Hand Melee · One Hand Ranged | Betrayal Unveil |
+(10–15) to Strength (21–25)% chance to Avoid being Ignited | 8x Armourer's Scrap | Body Armour · Shield | Betrayal Unveil |
+(16–20) to Strength (21–25)% chance to Avoid being Ignited | 3x Orb of Alchemy | Body Armour · Shield | Betrayal Unveil |
+(21–25) to Strength (21–25)% chance to Avoid being Ignited | 4x Chaos Orb | Body Armour · Shield | Betrayal Unveil |
Misc mods /60
Name | Level | Domain | Pre/Suf | Description | Weight |
---|---|---|---|---|---|
1 | Flask | Unique | Grants Immunity to Ignite for 4 seconds if used while Ignited Removes all Burning when used elemental fire ailment | ||
of Foisting | 12 | Flask | Suffix | (19–22)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
of Imposing | 32 | Flask | Suffix | (23–26)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
of Wreaking | 52 | Flask | Suffix | (27–30)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
of Infliction | 72 | Flask | Suffix | (31–34)% chance to Freeze, Shock and Ignite during Effect elemental fire cold lightning ailment | utility_flask 750 default 0 |
[UNUSED] Ignite duration 1 | 6 | Flask | Suffix | (35–45)% reduced Ignite Duration on you during Effect | utility_flask 0 default 0 |
of the Guppy | 6 | Flask | Suffix | (31–35)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Goldfish | 25 | Flask | Suffix | (36–40)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Carp | 44 | Flask | Suffix | (41–45)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Catfish | 63 | Flask | Suffix | (46–50)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
of the Sunfish | 82 | Flask | Suffix | (51–55)% chance to Avoid being Ignited during Effect | utility_flask 600 default 0 |
1 | Flask | Unique | Enemies Ignited by you during Effect take (7–10)% increased Damage damage | ||
1 | Flask | Unique | Recharges 1 Charge when you Consume an Ignited corpse | ||
1 | Flask | Unique | Recharges 5 Charges when you Consume an Ignited corpse | ||
of Damping | 6 | Flask | Suffix | Grants Immunity to Ignite for (6–8) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of Quashing | 30 | Flask | Suffix | Grants Immunity to Ignite for (9–11) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of Quelling | 54 | Flask | Suffix | Grants Immunity to Ignite for (12–14) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of Quenching | 78 | Flask | Suffix | Grants Immunity to Ignite for (15–17) seconds if used while Ignited Removes all Burning when used | utility_flask 0 default 750 |
of the Urchin | 6 | Flask | Suffix | (45–49)% less Duration Immunity to Ignite during Effect Removes Burning on use | utility_flask 1000 default 0 |
of the Mussel | 40 | Flask | Suffix | (40–44)% less Duration Immunity to Ignite during Effect Removes Burning on use | utility_flask 1000 default 0 |
of the Starfish | 74 | Flask | Suffix | (35–39)% less Duration Immunity to Ignite during Effect Removes Burning on use | utility_flask 1000 default 0 |
Incandescent | 1 | Chest | Prefix | Ignites you when activated | default 1000 |
1 | Jewel | Corrupted | (3–5)% reduced Ignite Duration on you elemental fire ailment | jewel 0 default 0 | |
1 | Jewel | Corrupted | (20–25)% chance to Avoid being Ignited elemental fire ailment | jewel 0 default 0 | |
1 | Jewel | Corrupted | (20–25)% reduced Ignite Duration on you elemental fire ailment | jewel 1000 default 0 | |
1 | Jewel | Unique | 2% chance to Ignite elemental fire ailment | ||
of the Flameruler | 1 | Jewel | Suffix | (30–35)% reduced Ignite Duration on you elemental fire ailment | default 250 |
of Burning | 1 | Jewel | Suffix | (6–8)% increased Ignite Duration on Enemies (3–5)% chance to Ignite elemental fire ailment | not_str 250 default 350 |
1 | Jewel | Unique | (10–20)% increased Movement Speed while Ignited speed | ||
1 | Jewel | Unique | Ignited Enemies Killed by your Hits are destroyed elemental fire attack ailment | ||
1 | Jewel | Unique | With at least 40 Intelligence in Radius, Fireball cannot ignite With at least 40 Intelligence in Radius, Fireball has +(30–50)% chance to inflict scorch local jewel effect base radius [1200] caster | ||
1 | Jewel | Unique | 15% reduced Ignite Duration on you elemental fire ailment | jewel 1 default 0 | |
1 | Jewel | Unique | 15% chance to Avoid being Ignited elemental fire ailment | jewel 1 default 0 | |
1 | Jewel | Unique | With at least 40 Strength in Radius, Combust is Disabled With at least 40 Strength in Radius, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite local jewel effect base radius [1200] attack | ||
1 | Jewel | Unique | Modifiers to Ignite Duration on you apply to all Elemental Ailments | ||
1 | ExpeditionRelic | Prefix | Monsters have 100% chance to Avoid being Chilled Monsters have 100% chance to Avoid being Frozen Monsters have 100% chance to Avoid being Ignited Monsters have 100% chance to Avoid being Shocked | default 1000 | |
10 | ExpeditionRelic | Prefix | All Damage from Monsters' Hits can Ignite Monsters' Hits have 20% chance to Ignite Monsters have 100% increased Ignite Duration | default 1000 | |
1 | PrimordialAltar | Unique | Hits always Ignite All Damage can Ignite | primordial_altar_upside 0 cleansing_fire_altar 0 default 0 | |
1 | PrimordialAltar | Unique | Hits always Ignite Gain (70–130)% of Physical Damage as Extra Fire Damage All Damage can Ignite | primordial_altar_upside 0 cleansing_fire_altar 1000 default 0 | |
Incendiary | 75 | SanctumSpecial | Prefix | Ignites you inflict spread to other Enemies within 1.6 metres elemental fire ailment | str_special_relic 200 default 50 |
of Ignition | 75 | SanctumSpecial | Suffix | (20–30)% chance to Ignite elemental fire ailment | str_special_relic 600 default 150 |
of Dousing | 75 | SanctumSpecial | Suffix | (40–50)% reduced Ignite Duration on you elemental fire ailment | str_special_relic 600 default 150 |
of the Blameless | 75 | SanctumSpecial | Suffix | (40–50)% chance to Avoid being Ignited elemental fire ailment | str_special_relic 600 default 150 |
Witch-burning | 75 | SanctumSpecial | Prefix | Ignites you inflict deal Damage (7–10)% faster damage elemental fire ailment | str_special_relic 200 default 50 |
Apocalyptic | 84 | SanctumSpecial | Prefix | Your Cold Damage can Ignite elemental fire cold ailment | dex_special_relic 200 default 50 |
of Combustion | 1 | CrucibleMap | Suffix | All Damage from Monsters' Hits can Ignite Monsters' Hits always Ignite map item drop quantity +% [12] map item drop rarity +% [7] | uber_tier_map 0 crucible_map_low 400 default 0 |
of Combustion | 1 | CrucibleMap | Suffix | All Damage from Monsters' Hits can Ignite Monsters' Hits always Ignite Monsters have 100% increased Ignite Duration map item drop quantity +% [12] map item drop rarity +% [7] | uber_tier_map 0 crucible_map_high 400 default 0 |
1 | Tincture | Unique | 25% chance to Ignite with Melee Weapons (60–90)% increased Damage with Ignite from Melee Weapons damage elemental fire attack ailment | ||
1 | Tincture | Unique | (15–25)% chance to refresh Ignite Duration on Melee Weapon Hit | ||
of the Chieftain | 1 | Charm | Suffix | (20–30)% reduced Ignite Duration on you | str_animal_charm 1000 default 0 |
of the Chieftain | 60 | Charm | Suffix | (31–50)% reduced Ignite Duration on you | str_animal_charm 500 default 0 |
Elementalist's | 81 | Charm | Prefix | All Damage can Ignite | int_animal_charm 20 default 0 |
Elementalist's | 1 | Charm | Prefix | (10–15)% chance to Freeze, Shock and Ignite | int_animal_charm 1000 default 0 |
Elementalist's | 60 | Charm | Prefix | (16–25)% chance to Freeze, Shock and Ignite | int_animal_charm 500 default 0 |
9 | Necropolis | NecropolisHaunted | 20% chance to Ignite All Damage can Ignite monster necropolis mod value +% [40] | default 300 | |
38 | Necropolis | NecropolisHaunted | 50% chance to Ignite All Damage can Ignite monster necropolis mod value +% [80] | default 200 | |
68 | Necropolis | NecropolisHaunted | Always Ignite All Damage can Ignite monster necropolis mod value +% [120] | default 100 | |
Afflicting | 1 | UberMap | Prefix | All Monster Damage can Ignite, Freeze and Shock Monsters Ignite, Freeze and Shock on Hit 36% increased Quantity of Items found in this Area 20% increased Rarity of Items found in this Area 6% increased Pack size 90% more Scarabs found in Area | uber_tier_map 50 default 0 |
Empowered | 1 | UberMap | Prefix | Monsters have a 20% chance to Ignite, Freeze and Shock on Hit 13% increased Quantity of Items found in this Area 8% increased Rarity of Items found in this Area 5% increased Pack size elemental fire cold lightning ailment | has_uber_map_prefix 96 default 0 |
Conflagrating | 1 | UberMap | Prefix | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size elemental fire ailment | has_uber_map_prefix 78 default 0 |
Essence /4
Item /2
local stat monsters pick up item [1]
(60–90)% increased Damage with Ignite from Melee Weapons
Unique /100
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
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
(25–30)% increased Lightning Damage
+(30–40) to maximum Mana
When you Kill a Shocked Enemy, inflict an equivalent Shock on each nearby Enemy
When you Kill an Ignited Enemy, inflict an equivalent Ignite on each nearby Enemy
(Shock increases Damage taken by 15%, for 2 seconds)
(Ignite deals Fire Damage over time)
10% chance to Freeze, Shock and Ignite
(30–40)% increased Elemental Damage with Hits and Ailments for
each type of Elemental Ailment on Enemy
(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)
+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)
+(40–50)% to Fire Resistance
Cannot be Ignited
(75–150)% increased Physical Damage with Ranged Weapons
(-60–-30) Physical Damage taken from Attack Hits
(40–75)% increased Ignite Duration on Enemies
Reflects 100 Fire Damage to Melee Attackers
40% of Physical Damage taken as Fire Damage
(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
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock
Your Fire Damage can Shock but not Ignite
(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)
Regenerate (100–200) Life per second
+5% to maximum Fire Resistance
+(20–25)% to Fire Resistance
+25% to Fire Resistance while on Low Life
10% increased Movement Speed when on Low Life
100% chance to Avoid being Ignited while on Low Life
(Maximum Resistances cannot be raised above 90%)
(You are on Low Life if you have 50% of your Maximum Life or less)
Adds (255–285) to (300–330) 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%)
(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)
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)
(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
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)
(25–40)% increased Attack Speed while Ignited
(25–40)% increased Cast Speed while Ignited
+25% chance to be Ignited
All Damage Taken from Hits can Ignite you
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(150–180)% increased Armour and Energy Shield
+(50–70) to maximum Life
(20–40)% increased Mana Regeneration Rate
Removes Elemental Ailments on Rampage
Gain Immunity to Physical Damage for 1.5 seconds on Rampage
Rampage
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(You gain Rampage bonuses for Killing multiple Enemies in quick succession)
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
+(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)
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)
+(20–40) 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)
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)
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)
+(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 Attack Speed while Ignited
(10–20)% increased Cast Speed while Ignited
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) 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 (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
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)
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on each Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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 Cold Damage
2% chance to Ignite
2% chance to Freeze
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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
+(20–30) to Intelligence
(250–300)% increased Energy Shield
(30–50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(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)
+(20–30) to maximum Energy Shield
+(30–50) to maximum Life
10% increased Rarity of Items found
25% chance to Avoid Fire Damage from Hits
You always Ignite while Burning
(No chance to avoid damage can be higher than 75%)
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
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)
200% increased Armour and Energy Shield
+(10–15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
30% of Physical Damage Converted to Fire Damage
25% chance to Ignite
100% increased Burning Damage if you've Ignited an Enemy Recently
Recover 1% of Life when you Ignite an Enemy
100% increased Melee Physical Damage against Ignited Enemies
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Recently refers to the past 4 seconds)
(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)
(165–195)% increased Physical Damage
50% of Physical Damage Converted to Fire Damage
10% chance to Ignite
Recover (40–60) Life when you Ignite an Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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)
Removes all Burning when used
Unholy Might during Effect
(Unholy Might grants 100% of Physical Damage converted to Chaos Damage and 25% chance to apply Withered on Hit)
+(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)
Ignited Enemies Killed by your Hits are destroyed
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)
(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
+(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)
Triggers Level 20 Fire Aegis when Equipped
(200–250)% increased Armour and Energy Shield
+(60–80) to maximum Life
Cannot be Ignited
+(10–20)% to Cold Resistance
+(20–40)% to Lightning Resistance
30% reduced Duration of Ailments on Enemies
(5–10)% chance to Shock
Enemies take (5–10)% increased Damage for each type of Ailment you have inflicted on them
Your Elemental Damage can Shock
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
+(60–80) to maximum Life
40% increased Duration of Ailments on Enemies
+(3–4)% Chance to Block
Shared Suffering
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(All Damage from Hits will cause Elemental Ailments you are suffering. Elemental Ailments you inflict are removed from you)
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Adds (130–160) to (220–240) Fire Damage
50% chance to cause Bleeding on Hit
(70–100)% increased Fire Damage with Hits and Ailments against Bleeding Enemies
(70–100)% increased Physical Damage with Hits and Ailments against Ignited Enemies
Every 8 seconds, gain Avatar of Fire for 4 seconds
(160–200)% increased Critical Strike Chance while you have Avatar of Fire
50% of Physical Damage Converted to Fire while you have Avatar of Fire
+2000 Armour while you do not have Avatar of Fire
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% 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)
+(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)
(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)
+(20–30)% to Fire and Lightning Resistances
Your Lightning Damage can Ignite
(8–12)% increased Burning Damage for each time you have Shocked a Non-Shocked Enemy Recently, up to a maximum of 120%
Adds (1–3) to (62–70) Lightning Damage to Hits against Ignited Enemies
(Recently refers to the past 4 seconds)
(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)
(100–140)% increased Armour and Evasion
+(50–70) to maximum Life
Attacks always inflict Bleeding while you have Cat's Stealth
(40–50)% increased Damage with Hits and Ailments against Bleeding Enemies
You have Crimson Dance while you have Cat's Stealth
(Bleeding deals Physical Damage over time, based on the base Physical Damage of the Skill. Damage is 200% 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 and cannot be Agrravated, 50% less Damage with Bleeding)
(120–170)% increased Evasion and Energy Shield
+(40–50) to maximum Life
(6–9)% increased Attack and Cast Speed
(40–60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
Adds (8–10) to (13–15) Chaos Damage for each Spider's Web on the Enemy
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Summoned Raging Spirits deal (175–250)% increased Damage
75% reduced Maximum number of Summoned Raging Spirits
Summoned Raging Spirits' Hits always Ignite
Summoned Raging Spirits' Melee Strikes deal Fire-only Splash
Damage to Surrounding Targets
(260–300)% increased Evasion and Energy Shield
(20–30)% increased Rarity of Items found
+(30–40)% to Fire Resistance
20% increased Movement Speed
(10–20)% increased Movement Speed while Ignited
+25% chance to be Ignited
Regenerate (75–125) Life per second while Ignited
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
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 (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
(10–15)% increased Attack Speed
50% of Physical Damage from Hits with this Weapon is Converted to a random Element
Hits with this Weapon always Ignite, Freeze, and Shock
Hits with this Weapon Freeze Enemies as though dealing (150–200)% more Damage
Hits with this Weapon Shock Enemies as though dealing (150–200)% more Damage
Ignites inflicted with this Weapon deal (50–75)% more Damage
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Freeze lowers Enemy Action Speed to zero, preventing them from acting. Duration is based on the Cold Damage of the Hit)
(Shock increases Damage taken by up to 50%, depending on the amount of Lightning Damage in the hit, for 2 seconds)
(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)
Items and Gems have 50% increased Attribute Requirements
Chaos Damage can Ignite, Chill and Shock
Gain Soul Eater for 20 seconds when you use a Vaal Skill
(Attributes are Strength, Dexterity, and Intelligence)
(While you have Soul Eater, you consume the souls of anything killed nearby, gaining 5% increased Attack and Cast speed for each. You lose 1 soul every 0.5 seconds if you have not gained any souls Recently. Maximum of 45 souls consumed)
Recharges 5 Charges when you Consume an Ignited corpse
(175–200)% increased Charges per use
Enemies Ignited by you during Effect take (7–10)% increased Damage
Recover (1–3)% of Life when you Kill an Enemy during Effect
[One random modifier]
+(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)
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)
+(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)
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)
(20–25)% 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)
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)
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)
(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)
+(2–6)% Chance to Block Attack Damage
+10% chance to be Frozen, Shocked and Ignited
+(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
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)
+(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)
(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)
(0–50)% of Physical Damage Converted to Fire Damage
(0–50)% of Physical Damage Converted to Cold Damage
(0–50)% of Physical Damage Converted to Lightning Damage
Elemental Ailments you inflict are Reflected to you
Damage Penetrates (8–10)% Elemental Resistances while you are Chilled
Elemental Damage with Hits is Lucky while you are Shocked
Gain (30–40)% of Physical Damage as Extra Damage of a random Element while you are Ignited
(-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%)
50% reduced Ignite Duration on Enemies
(10–15)% chance to Ignite
Enemies Ignited by you take Chaos Damage instead of Fire Damage from Ignite
Withered does not expire on Enemies Ignited by you
+(20–25)% to Fire and Chaos Resistances
use unique blackflame ignite effect [1]
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
+(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
+(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, Attacks Exerted by Infernal Cry deal (40–60)% more Damage with Ignite
+(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)
(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)
(5–10)% increased Cast Speed
10% chance to Ignite
40% less Burning Damage
You can inflict an additional Ignite on each Enemy
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(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)
Modifiers to Ignite Duration on you apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
Modifiers to Chance to Avoid being Shocked apply to all Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(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)
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)
(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)
+(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)
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)
(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)
30% increased Movement Speed
(5–25)% increased Duration of Ailments on Enemies
Damaging Ailments deal damage (5–25)% faster
You and Enemies in your Presence count as moving while affected by Elemental Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
(60–90)% increased Damage with Ignite from Melee Weapons
(15–25)% chance to refresh Ignite Duration on Melee Weapon Hit
Cover Full Life Enemies in Ash for (4–10) seconds on Melee Weapon Hit
(Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds)
(Being Covered in Ash applies 20% less Movement Speed and 20% increased Fire Damage Taken)
Passive /48
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)
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)
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
15% increased Area of Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
Axe Attacks deal 25% increased Damage with Ailments
8% increased Attack Speed with Axes
Gain 1 Rage on Hit with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(Every Rage grants 1% more Attack Damage. Maximum Rage is 30. Lose 10 Rage per second if you have not been Hit or gained Rage in the last 2 seconds)
(Only one Hit every 0.5 seconds can cause you to gain Rage)
12% increased Attack Speed with Daggers
18% increased Accuracy Rating with Daggers
(Rune Daggers are considered Daggers)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
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)
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)
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
Sword Attacks deal 35% increased Damage with Ailments
Hits have 35% chance to ignore Enemy Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
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)
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)
20% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
(Maximum Resistances cannot be raised above 90%)
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)
8% increased Attack Speed with One Handed Weapons
20% increased Damage with One Handed Weapons
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
8% chance to Avoid Elemental Ailments
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
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
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
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)
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Hits have 30% chance to ignore Enemy Physical Damage Reduction
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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 Cold Damage
Enemies Ignited or Chilled by you have -5% to Elemental Resistances
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)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
(They will deal the same total damage over a shorter duration)
Critical Strikes do not deal extra Damage
Non-Critical Strikes cannot inflict Ailments
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
25% increased Spell Damage while holding a Shield
25% reduced Elemental Ailment Duration on you while holding a Shield
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
+40% to Critical Strike Multiplier with Axes
+200 to Accuracy Rating with Axes
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
100% increased Stun Duration against Enemies that are on Full Life
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+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)
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)
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)
+800 Armour if you've Blocked Recently
+10% 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)
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)
(They will deal the same total damage over a shorter duration)
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%)
Axe Attacks deal 30% increased Damage with Ailments
12% increased Impale Effect
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
2% reduced Duration of Elemental Ailments on you per 15 Intelligence
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
100% more Duration of Ailments on you
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
Ignites from Stunning Melee Hits deal 20% more Damage
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)
Ignited enemies cannot Ignite you
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
50% reduced duration of Damaging Ailments on you
(Allies on your Consecrated Ground Regenerate a percentage of their Maximum Life per second, and Curses have 50% reduced effect on them)
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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 /10
Gain 1 Unbound Fury when you inflict an Elemental Ailment with a Hit on an Enemy, no more than once every 0.2 seconds for each type of Ailment
Cannot gain Unbound Fury while Unbound
Your Hits always inflict Freeze, Shock and Ignite while Unbound
80% more Elemental Damage while Unbound
(Unbound Avatar requires 100 Unbound Fury to use and causes you to become Unbound for 10 seconds, which has no effects beyond those listed here)
50% chance for Flasks you use to not consume Charges
(Elemental Ailments are Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, and Sapped)
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)
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)
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)
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)
Cluster Jewel Passive /30
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)
25% increased Elemental Damage while affected by a Herald
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)
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)
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)
40% increased Damage with Hits and Ailments against Unique Enemies
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
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)
15% increased Duration of Ailments on Enemies
(Ailments are Bleeding, Ignited, Scorched, Chilled, Frozen, Brittle, Shocked, Sapped, and Poisoned)
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)
Ignited Enemies Killed by your Hits are destroyed
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)
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)
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)
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)
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)
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)
30% increased Damage with Ignites inflicted on Cursed Enemies
25% reduced Elemental Ailment Duration on you
+4% 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)
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)
6% increased Attack Speed
15% increased Global Accuracy Rating
20% increased Damage with Ailments from Attack Skills
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
+20% to Fire Resistance
30% chance to Avoid being Ignited
(Maximum Resistances cannot be raised above 90%)
Minions deal 20% increased Damage with Hits and Ailments against Ignited Enemies
Minions gain 6% of Physical Damage as Extra Fire Damage
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)
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)
20% increased Duration of Fire Ailments
(Fire Ailments are Ignited and Scorched)
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)
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)
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)
20% increased Physical Damage with Axes or Swords
+5% to Physical Damage over Time Multiplier while wielding an Axe or Sword
(Ailments that deal Damage are Bleeding, Ignited, and Poisoned)
Timeless Jewel Passive /1
Faction | Category | Name | Show Full Descriptions |
---|---|---|---|
Vaal | Passive | Ignite Chance | (3–6)% chance to Ignite (Ignite deals Fire Damage over time, based on the base Fire Damage of the Skill, for 4 seconds) |
Timeless Jewel Passive Additions /2
Faction | Category | Show Full Descriptions | Code |
---|---|---|---|
Vaal | Notable | (3–6)% chance to Ignite | vaal_small_chance_to_ignite |
Karui | Notable | Ignites you inflict deal Damage 10% faster | karui_notable_add_faster_burn |
Elevated modifier List /16
Name | Lv | Mods | Elevated Mods |
---|---|---|---|
of the Elder | 68 | Socketed Gems are Supported by Level 16 Immolate (8–12)% increased Ignite Duration on Enemies Group: 2726 | Socketed Gems are Supported by Level 18 Immolate (13–16)% increased Ignite Duration on Enemies |
of the Elder | 75 | Socketed Gems are Supported by Level 18 Immolate (13–16)% increased Ignite Duration on Enemies Group: 2726 | Socketed Gems are Supported by Level 20 Immolate (17–20)% increased Ignite Duration on Enemies |
of the Elder | 80 | Socketed Gems are Supported by Level 20 Immolate (17–20)% increased Ignite Duration on Enemies Group: 2726 | Socketed Gems are Supported by Level 25 Immolate (17–20)% increased Ignite Duration on Enemies |
of the Crusade | 68 | (31–35)% reduced Ignite Duration on you Group: 22 | (36–40)% reduced Ignite Duration on you |
of the Crusade | 70 | (36–40)% reduced Ignite Duration on you Group: 22 | (51–60)% reduced Ignite Duration on you |
of the Crusade | 75 | (51–60)% reduced Ignite Duration on you Group: 22 | (51–60)% reduced Ignite Duration on you (36–50)% increased Damage if you've been Ignited Recently |
of Redemption | 68 | (15–17)% increased Burning Damage (6–8)% chance to Ignite Group: 403 | (18–20)% increased Burning Damage (6–8)% chance to Ignite |
of Redemption | 75 | (18–20)% increased Burning Damage (6–8)% chance to Ignite Group: 403 | (10–15)% chance to Ignite Ignites you inflict deal Damage (10–15)% faster |
of the Hunt | 80 | You have Igniting Conflux for 3 seconds every 8 seconds Group: 3562 | (20–30)% increased Ignite Duration on Enemies You have Igniting Conflux for 3 seconds every 8 seconds |
The Shaper's | 68 | Unaffected by Burning Ground Group: 1517 | Unaffected by Ignite |
of the Crusade | 68 | (31–35)% chance to Avoid being Ignited Group: 408 | (36–40)% chance to Avoid being Ignited |
of the Crusade | 70 | (36–40)% chance to Avoid being Ignited Group: 408 | (51–60)% chance to Avoid being Ignited |
of the Crusade | 75 | (51–60)% chance to Avoid being Ignited Group: 408 | (71–80)% chance to Avoid being Ignited |
Warlord's | 68 | Unaffected by Burning Ground Group: 1517 | Unaffected by Ignite |
of the Hunt | 68 | Ignites you inflict deal Damage (7–9)% faster Group: 934 | Ignites you inflict deal Damage (10–12)% faster |
of the Hunt | 73 | Ignites you inflict deal Damage (10–12)% faster Group: 934 | (10–20)% increased Ignite Duration on Enemies Ignites you inflict deal Damage (11–15)% faster |
Attribute /5
stacking_ignite
Key | Value |
---|---|
Acronym | Ignite |
BuffGroupsID | -1 |
MaxStacks | 300 |
IsBuffDefinition | 1 |
BuffMergeModesID | 1 |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Attribute /4
additional_ignite
Key | Value |
---|---|
Acronym | Ignite |
BuffGroupsID | -1 |
IsBuffDefinition | 1 |
BuffMergeModesID | 1 |
Code | base ignite damage taken per minute |
---|---|
IsPublic | 0 |
IsLocal | 0 |
IsWeaponLocal | 0 |
IsProxied | |
IsParty | 0 |
IsVirtual | 0 |
IsScalable | 1 |
StatSemantics | Discrete |
Community Wiki
Ignite
Ignite is an elemental ailment associated with Fire that causes the affected target to take burning damage (fire damage over time).
Mechanics
A hit of damage that has a chance to ignite is capable of inflicting ignite. Critical strikes inherently have a 100% chance to ignite. By default, only fire damage is able to inflict ignite, but certain equipment such as The Three Dragons, Hrimburn, Stormfire, or the Elemental Conflux buff can change which damage types are able to inflict ignite. Damage over time effects, such as Searing Bond, do not hit and therefore cannot inflict ignite.
Resistance modifiers like penetration do not affect the chance to ignite.
The base duration of ignite is 4 seconds. The burning damage over time is 125% of the base damage of the hit of fire damage (before increased and more multipliers and resistance calculations), per second. Therefore, over the base duration the target will take 500% of the base damage dealt. Increasing the duration of the Ignite, either via Temporal Chains or the % increased Ignite duration modifier, causes the ignite to deal the same damage per second for a greater period of time. Linking a skill that applies an ignite with Increased Duration Support will not increase the duration of the ignite.
The minimum effective duration of ignite is 300ms / 0.3s, if a application of ignite has a lower duration it does not apply (as of 3.13).
Separate applications of ignite do not stack cumulatively. Each ignite effect remains present on the target until it runs its course, but only the one with the highest damage per second will cause damage at any given moment. For example, assume an enemy is inflicted with ignite for 100 damage per second, then after 2 seconds it is inflicted with ignite for 50 damage per second. The outcome will be 400 damage over 4 seconds followed by 100 damage over 2 seconds.
An exception to ignite stacking does, however, exist. Emberwake grants an additional ignite, and equipping two would result in three ignite stacks.
As an ailment, modifiers to attack, spell, melee, and ranged damage will not apply to ignite, nor will damage modifiers that are only applicable to the skill itself.
The following modifiers will directly affect the damage of ignite:
- Damage
- Damage over Time
- Elemental Damage
- Fire Damage
- Burning Damage
- Ignite Damage
- Damage over Time Multiplier
- Fire Damage over Time Multiplier
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.