Ailment: Difference between revisions

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An ailment is a detrimental effect associated with one or more damage types.

Ignite, chill, freeze, shock, scorch, brittle, and sap are collectively referred to as elemental ailments.

Chill, freeze, shock, scorch, brittle, and sap are collectively referred to as non-damaging ailments.

Bleed, poison, and ignite are damaging ailments.

List of ailments

Ailment Associated with Effect
Bleed

Physical Bleed can only be inflicted by physical damage from attacks. Bleeding enemies take 70% of the physical damage of the hit that inflicted Bleed as physical damage over time. Moving enemies take an additional 140% damage. The base duration is 5 seconds.
Poison

Physical and chaos Poison causes the affected target to take 20% of the combined physical and chaos damage of the hit that applied Poison as chaos damage over time. Poison can stack multiple times on a single target. Additional stacks do not refresh the duration, but stack independently from each other. The base duration is 2 seconds.
Ignite

Fire Ignite causes the affected target to burn for 50% of the fire damage of the hit that applied Ignite as fire damage over time. The base duration is 4 seconds.
Chill

Cold Cold damage always inflicts chill. Chill slows all actions of the affected target up to 30%, based on the cold damage of the hit. The base duration is 2 seconds.
Freeze

Cold Freeze prevents the affected target from taking actions, based on the cold damage of the hit. The base minimum duration is 0.3 seconds and the base maximum duration is 3 seconds.
Shock

Lightning Shock causes the affected target to take up to 50% increased damage from all sources, based on the lightning damage of the hit. The base duration is 2 seconds.
Scorch

Fire Scorched Enemies have their Elemental Resistances lowered by up to 20%, based on the fire damage of the hit. The base duration is 2 seconds.
Brittle

Cold Hits have up to +10% Base Critical Strike Chance against Brittle Enemies, based on the cold damage of the hit. The base duration is 2 seconds.
Sap

Lightning Sapped enemies deal up to 20% less Damage, based on the lightning damage of the hit. The base duration is 2 Seconds.

Mechanics

Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.[1]

There is no limit on the number of different ailments a target can have at any given time.

Application by damage

Ailments can be applied by hits of damage.

Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.

The damage type associations for ailments may be changed by certain effects. As an example, Module Error: No results found for item using search term "item_name = The Three Dragons" changes which damage types have the potential to inflict elemental ailments.

A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill.[2] Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from passive skills and equipment.

Targets may also have immunity or a chance to avoid certain ailments.

To summarize, an ailment is applied to the target if:

  • The hit of damage consists of damage types that have the potential to inflict the ailment
  • The chance to inflict the ailment is successful
  • The target fails to avoid the ailment
  • The target is not immune to the ailment
  • Any other conditions are met

Application by other means

Ailments can be applied in ways other than direct hits of damage.

  • Elemental proliferation causes elemental ailments to spread to other targets within a radius.
  • Certain ground effects apply ailments.
  • Slaying a poisoned enemy with Bino's Kitchen KnifeBino's Kitchen Knife
    Slaughter Knife
    Rune Dagger
    Physical Damage: (150-165) to (296-321)
    Critical Strike Chance: (8.82-9.45)%
    Attacks per Second: 1.40
    Weapon Range: 1.0 metres
    Requires Level 65, 81 Dex, 117 Int30% increased Global Critical Strike ChanceAdds (140-155) to (210-235) Physical Damage
    (40-50)% increased Critical Strike Chance
    +(15-25)% to Global Critical Strike Multiplier
    +(8-12)% to Chaos Resistance
    On Killing a Poisoned Enemy, nearby Enemies are Poisoned
    and nearby Allies Regenerate 200 Life per second
    Calling it poison would imply
    that it was even edible.
    equipped spreads poison to other targets within a radius.
  • Arctic ArmourArctic ArmourSpell, Duration, Cold
    Level: (1-20)
    Reservation: 25% Mana
    Cooldown Time: 1.00 sec
    Can Store 1 Use(s)
    Cast Time: Instant
    Requires Level 16Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.Base duration is (2.50-4.40) seconds
    Buff grants (11-21)% less Physical Damage taken from Hits while stationary
    Buff grants (11-20)% less Fire Damage taken from Hits while stationary
    Chill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%
    Buff grants Immunity to Freeze

    Additional Effects From 1-20% Quality:
    (1-20)% increased Skill Effect Duration
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    chills enemies when hit.
  • A strongbox with the "Incandescent" prefix ignites the character that activates it.

Damage with ailments

Ignite, bleed and poison are damaging ailments. A damaging ailment deals damage over time based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.[3]

Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, burning damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.[3][1]

The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.[1]

Unique items

ItemRequired levelStats
Ancestral VisionAncestral Vision
Viridian Jewel
Limited to: 1+(5-10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
The spirits of our ancestors guided us from the Archipelago to the continent.
Inextricably, the purity of our souls is linked to the ones who came before us.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
1+(5-10) to Dexterity
Modifiers to Chance to Suppress Spell Damage also apply to Chance to Avoid Elemental Ailments at 50% of their Value
FiresongFiresong
Crimson Jewel
+(10-15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
Within a firestorm, the Thane commands the flames
Emblazoned by glory and the song of the First Ones
For the master of fire fears nothing.
Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
1+(10-15)% to Fire Resistance
Modifiers to Ignite Duration on you apply to all Elemental Ailments
Grand SpectrumGrand Spectrum
Viridian Jewel
Limited to: 312% chance to Avoid Elemental Ailments per Grand SpectrumA mountain fortress safe from the storm.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.
112% chance to Avoid Elemental Ailments per Grand Spectrum
Chain of EnduranceChain of Endurance
Chain Belt
Requires Level 14+(9-20) to maximum Energy Shield+(40-50) to maximum Life
(40-60)% increased Stun and Block Recovery
Reflects (100-150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
"A man confronted with sufficient adversity
may ascend to unprecedented heights
and triumph over his coddled rivals."
- Weylan the Ezomyte
14+(9-20) to maximum Energy Shield+(40-50) to maximum Life
(40-60)% increased Stun and Block Recovery
Reflects (100-150) Physical Damage to Melee Attackers
Regenerate 2% of Life per second for each different Ailment affecting you
Doedre's TongueDoedre's Tongue
Lapis Amulet
Requires Level 24+(20-30) to Intelligence+(20-25)% to all Elemental Resistances
(20-25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
Maligaro did the cutting... at her request.
In the new void, a malevolent power emerged.
24+(20-30) to Intelligence+(20-25)% to all Elemental Resistances
(20-25)% chance to Freeze, Shock and Ignite
Cursed Enemies cannot inflict Elemental Ailments on You
ElevoreElevore
Wolf Pelt
Evasion: (240-344)Requires Level 30, 66 Dex+(20-25)% chance to Suppress Spell Damage
(60-100)% increased Evasion Rating
(20-25)% chance to Avoid Elemental Ailments
Recover (100-200) Life when you Suppress Spell Damage
Ancient worshippers of the Greatwolf were overtaken by a ravenous hunger for all things mystical.
30+(20-25)% chance to Suppress Spell Damage
(60-100)% increased Evasion Rating
(20-25)% chance to Avoid Elemental Ailments
Recover (100-200) Life when you Suppress Spell Damage
DrillneckDrillneck
Penetrating Arrow Quiver
Requires Level 36Arrows Pierce an additional Target(8-12)% increased Attack Speed
+350 to Evasion Rating
+(40-50) to maximum Life
(10-14) to (19-24) Added Physical Damage with Bow Attacks
Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce
"Why waste such a fine arrow on just one man?"
- Kiravi, Vaal Archer
36Arrows Pierce an additional Target(8-12)% increased Attack Speed
+350 to Evasion Rating
+(40-50) to maximum Life
(10-14) to (19-24) Added Physical Damage with Bow Attacks
Arrows deal 50% increased Damage with Hits and Ailments to Targets they Pierce
Astral ProjectorAstral Projector
Topaz Ring
Requires Level 40+(20-30)% to Lightning Resistance+(30-50) to Intelligence
(20-25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
The body stands, but the spirit soars.
40+(20-30)% to Lightning Resistance+(30-50) to Intelligence
(20-25)% increased Spell Damage
30% chance to Avoid Elemental Ailments
Nova Spells have 20% less Area of Effect
Nova Spells deal 30% less Damage to Players with Hits and Ailments
Nova Spells Cast at the targeted location instead of around you
Kongming's StratagemKongming's Stratagem
Ancient Spirit Shield
Energy Shield: (133-180)
Movement Speed: -3%
Requires Level 45, 110 Int(5-10)% increased Spell DamageTrigger Level 20 Fog of War when your Trap is triggered
+(20-30) to Intelligence
(250-300)% increased Energy Shield
(30-50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
Those who are skilled in combat do not become angered.
Those who are skilled at winning do not become afraid.
Thus the wise win before they fight,
while the ignorant fight to win.
45(5-10)% increased Spell DamageTrigger Level 20 Fog of War when your Trap is triggered
+(20-30) to Intelligence
(250-300)% increased Energy Shield
(30-50)% increased Fire Damage with Hits and Ailments against Blinded Enemies
30% reduced Spell Damage taken from Blinded Enemies
No Chance to Block
Kahuturoa's CertaintyKahuturoa's Certainty
Ancient Greaves
Armour: (302-435)Requires Level 46, 82 Str(100-150)% increased Armour
5% reduced Movement Speed
(100-200)% increased Stun and Block Recovery
Unaffected by Damaging Ailments
Confidence is calm and measured.
46(100-150)% increased Armour
5% reduced Movement Speed
(100-200)% increased Stun and Block Recovery
Unaffected by Damaging Ailments
Algor MortisAlgor Mortis
Carnal Mitts
Evasion: (90-101)
Energy Shield: (69-91)
Requires Level 50, 39 Dex, 39 Int+(50-70) to maximum Energy Shield
+(15-20)% to Cold and Lightning Resistances
(20-30)% chance to Sap Enemies in Chilling Areas
Enemies in your Chilling Areas take (25-35)% increased Lightning Damage
(15-20)% increased Effect of Non-Damaging Ailments
Winter's white blanket swaddles all.
50+(50-70) to maximum Energy Shield
+(15-20)% to Cold and Lightning Resistances
(20-30)% chance to Sap Enemies in Chilling Areas
Enemies in your Chilling Areas take (25-35)% increased Lightning Damage
(15-20)% increased Effect of Non-Damaging Ailments
Fenumus' WeaveFenumus' Weave
Carnal Mitts
Evasion: (198-272)
Energy Shield: (41-56)
Requires Level 50, 39 Dex, 39 IntGrants Level 20 Aspect of the Spider Skill
(120-170)% increased Evasion and Energy Shield
+(40-50) to maximum Life
(6-9)% increased Attack and Cast Speed
(40-60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
Adds (8-10) to (13-15) Chaos Damage for each Spider's Web on the Enemy
A burden shared is a burden made lighter. The First of the Night teaches us that our burdens are not just ours to bear, but ours to use against oppressors.
50Grants Level 20 Aspect of the Spider Skill
(120-170)% increased Evasion and Energy Shield
+(40-50) to maximum Life
(6-9)% increased Attack and Cast Speed
(40-60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's Webs
Adds (8-10) to (13-15) Chaos Damage for each Spider's Web on the Enemy
HyperboreusHyperboreus
Leather Belt
Requires Level 53+(25-40) to maximum Life+(30-40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
Focus has (30-50)% increased Cooldown Recovery Rate
(50-70)% increased Damage with Hits and Ailments against Chilled Enemies
Veiled Suffix
Cold winds whirl at the crown of the world.Take this item to Jun Ortoi to have her Unveil it.
53+(25-40) to maximum Life+(30-40)% to Cold Resistance
Chill nearby Enemies when you Focus, causing 30% reduced Action Speed
Focus has (30-50)% increased Cooldown Recovery Rate
(50-70)% increased Damage with Hits and Ailments against Chilled Enemies
Veiled Suffix
+(16-20)% to Cold and Chaos Resistances
+(31-35) to Dexterity and Intelligence
Regenerate 200 Energy Shield per second while a Rare or Unique Enemy is Nearby
+(16-20)% to Fire and Chaos Resistances
+(16-20)% to Lightning and Chaos Resistances
Your Critical Strike Chance is Lucky while Focused
Focus has (5-8)% increased Cooldown Recovery Rate
+(31-35) to Strength and Dexterity
+(31-35) to Strength and Intelligence
(14-16)% increased Trap Throwing Speed
Farrul's BiteFarrul's Bite
Harlequin Mask
Evasion: (439-592)
Energy Shield: (89-121)
Requires Level 57, 64 Dex, 64 IntGrants Level 20 Aspect of the Cat Skill
(180-220)% increased Evasion and Energy Shield
+(25-35)% to Cold Resistance
+1% to Critical Strike Chance while affected by Aspect of the Cat
Critical Strikes have (10-20)% chance to Blind Enemies while you have Cat's Stealth
(40-50)% increased Damage with Hits and Ailments against Blinded Enemies
It is a fool who strikes the turtle's shell. The First of the Plains teaches us to exploit weaknesses, and where no weakness can be found, to create one.
57Grants Level 20 Aspect of the Cat Skill
(180-220)% increased Evasion and Energy Shield
+(25-35)% to Cold Resistance
+1% to Critical Strike Chance while affected by Aspect of the Cat
Critical Strikes have (10-20)% chance to Blind Enemies while you have Cat's Stealth
(40-50)% increased Damage with Hits and Ailments against Blinded Enemies
Kiloava's BlusterKiloava's Bluster
Ironwood Buckler
Chance to Block: (29-34)%
Evasion: (654-962)
Movement Speed: -3%
Requires Level 57, 137 Dex3% increased Movement Speed(100-150)% increased Evasion Rating
(15-25)% chance to Avoid Elemental Ailments
+(3-8)% Chance to Block
(30-40)% chance for Elemental Resistances to count as being 90% against Enemy Hits
Not even the storm knows when lightning will strike.
573% increased Movement Speed(100-150)% increased Evasion Rating
(15-25)% chance to Avoid Elemental Ailments
+(3-8)% Chance to Block
(30-40)% chance for Elemental Resistances to count as being 90% against Enemy Hits
Blasphemer's GraspBlasphemer's Grasp
Assassin's Mitts
Evasion: (260-369)
Energy Shield: (52-75)
Requires Level 58, 45 Dex, 45 Int+(40-50) to Dexterity
(150-200)% increased Evasion and Energy Shield
+(50-60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items
Reaching nature's limits,
many sought power in the unnatural.
58+(40-50) to Dexterity
(150-200)% increased Evasion and Energy Shield
+(50-60) to maximum Life
+6 to Maximum Life per Elder Item Equipped
+4% to Damage over Time Multiplier for Ailments per Elder Item Equipped
8% increased Effect of Non-Damaging Ailments per Elder Item Equipped
Remove an Ailment when you use a Flask if all Equipped Items are Elder Items
Gang's MomentumGang's Momentum
Legion Boots
Armour: (270-336)
Energy Shield: (54-70)
Requires Level 58, 54 Str, 54 Int(160-180)% increased Armour and Energy Shield
+(50-60)% to Fire Resistance
25% increased Movement Speed
(10-15)% chance to Ignite
(25-40)% increased Damage with Hits and Ailments against Ignited Enemies
Become one with the unstoppable flame.
58(160-180)% increased Armour and Energy Shield
+(50-60)% to Fire Resistance
25% increased Movement Speed
(10-15)% chance to Ignite
(25-40)% increased Damage with Hits and Ailments against Ignited Enemies
Farrul's PounceFarrul's Pounce
Hydrascale Gauntlets
Armour: (212-292)
Evasion: (212-292)
Requires Level 59, 45 Str, 45 Dex(100-140)% increased Armour and Evasion
+(50-70) to maximum Life
+(400-500) to Accuracy Rating
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
A hungry beast wastes no energy.
Every strike, no matter how small, must work towards victory.
The First of the Plains teaches us that the largest prey can still be whittled away.
59(100-140)% increased Armour and Evasion
+(50-70) to maximum Life
+(400-500) to Accuracy Rating
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
Doryani's FistDoryani's Fist
Vaal Gauntlets
Armour: (232-266)
Energy Shield: (80-100)
Requires Level 63, 100 StrGrants Level 20 Doryani's Touch Skill
+(80-100) to maximum Energy Shield
30% chance to Shock
Adds (150-225) to (525-600) Lightning Damage to Unarmed Melee Hits
Adds (90-135) to (315-360) Lightning Damage to Spells while Unarmed
+(200-250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
Doryani's ingenuity raised the Vaal Empire to unprecedented heights. His curiosity reduced it to ruins and bones.
63Grants Level 20 Doryani's Touch Skill
+(80-100) to maximum Energy Shield
30% chance to Shock
Adds (150-225) to (525-600) Lightning Damage to Unarmed Melee Hits
Adds (90-135) to (315-360) Lightning Damage to Spells while Unarmed
+(200-250) Energy Shield gained on Killing a Shocked Enemy
30% increased Effect of Lightning Ailments
Death's DoorDeath's Door
Crusader Boots
Armour: (363-417)
Energy Shield: (75-84)
Requires Level 64, 62 Str, 62 Int+(20-40) to Strength
200% increased Armour and Energy Shield
+(10-15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
To extend your life as long as possible
is to extend all the maladies that come with it.
64+(20-40) to Strength
200% increased Armour and Energy Shield
+(10-15)% to all Elemental Resistances
25% increased Movement Speed
+1 to Maximum Endurance Charges
50% increased Elemental Ailment Duration on you
Bleeding cannot be inflicted on you
Agnerod EastAgnerod East
Imperial Staff
Staff
Physical Damage: 57-171
Critical Strike Chance: 7.00%
Attacks per Second: 1.15
Weapon Range: 1.3 metres
Requires Level 66, 158 Str, 113 Int+18% Chance to Block Attack Damage while wielding a Staff40% increased Strength Requirement
+(80-120) to Intelligence
(30-50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
100% increased Duration of Lightning Ailments
One for each corner of the great Vinktar Square.
66+18% Chance to Block Attack Damage while wielding a Staff40% increased Strength Requirement
+(80-120) to Intelligence
(30-50)% increased Lightning Damage
+2 to Level of all Lightning Spell Skill Gems
Damage Penetrates 20% Lightning Resistance
100% increased Duration of Lightning Ailments
Leper's AlmsLeper's Alms
Mirrored Spiked Shield
Chance to Block: (29-30)%
Evasion: (906-1218)
Energy Shield: (186-245)
Movement Speed: -3%
Requires Level 66, 85 Dex, 85 Int+5% chance to Suppress Spell Damage(500-600)% increased Evasion and Energy Shield
+(60-80) to maximum Life
40% increased Duration of Ailments on Enemies
+(3-4)% Chance to Block
Shared Suffering
One's burden is another's gift.
66+5% chance to Suppress Spell Damage(500-600)% increased Evasion and Energy Shield
+(60-80) to maximum Life
40% increased Duration of Ailments on Enemies
+(3-4)% Chance to Block
Shared Suffering
Bubonic TrailBubonic Trail
Murder Boots
Evasion: (185-213)
Energy Shield: (18-21)
Requires Level 69, 82 Dex, 42 IntHas 1 Abyssal Socket
Triggers Level 20 Death Walk when Equipped
(24-32)% increased Movement Speed while affected by a Magic Abyss Jewel
(60-40)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(16-24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
Even the dead serve the Lightless.
69Has 1 Abyssal Socket
Triggers Level 20 Death Walk when Equipped
(24-32)% increased Movement Speed while affected by a Magic Abyss Jewel
(60-40)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(16-24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
Bubonic TrailBubonic Trail
Murder Boots
Evasion: (185-213)
Energy Shield: (18-21)
Requires Level 69, 82 Dex, 42 IntHas 2 Abyssal Sockets
Triggers Level 20 Death Walk when Equipped
(24-32)% increased Movement Speed while affected by a Magic Abyss Jewel
(60-40)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(16-24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
Even the dead serve the Lightless.
69Has 2 Abyssal Sockets
Triggers Level 20 Death Walk when Equipped
(24-32)% increased Movement Speed while affected by a Magic Abyss Jewel
(60-40)% reduced Duration of Elemental Ailments on You while affected by a Rare Abyss Jewel
(16-24)% increased Reservation Efficiency of Skills while affected by a Unique Abyss Jewel
Beacon of MadnessBeacon of Madness
Two-Toned Boots
Armour: (126-145)
Energy Shield: (26-30)
Requires Level 70, 62 Str, 62 Int+(8-12)% to Fire and Lightning ResistancesGrants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20-40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness
Nothing spreads as quickly as an idea.
70+(8-12)% to Fire and Lightning ResistancesGrants Level 1 Embrace Madness Skill
30% increased Movement Speed
(20-40)% increased Effect of Non-Damaging Ailments
You have Igniting, Chilling and Shocking Conflux while affected by Glorious Madness
Immune to Elemental Ailments while affected by Glorious Madness

Passive skills

These passive skills are related to ailments.

Ailment damage with weapon or wielding type

Ailment damage with melee weapons

These passive skills grant increased ailment damage while wielding melee weapons. No results found for the given query.

Ailment damage with one-handed weapons

These passive skills grant increased ailment damage while wielding one-handed weapons. {{passive table|width=500px No results found for the given query.

Ailment damage with two-handed weapons

These passive skills grant increased ailment damage while wielding a two-handed weapon. No results found for the given query.

Ailment damage while dual wielding

These passive skills grant increased ailment damage while dual wielding.

NameStats
Dual Wield Damage and Attack Speed
3% increased Attack Speed while Dual Wielding
Attack Skills deal 10% increased Damage while Dual Wielding
Attack Skills deal 10% increased Damage with Ailments while Dual Wielding [1] [2]

Ailment damage with specific weapon class

Ailment damage while wielding a shield

These passive skills grant increased ailment damage from attack skills while wielding a shield.

NameStats
Shield Damage
12% increased Physical Attack Damage while holding a Shield
Attack Skills deal 12% increased Damage with Ailments while holding a Shield [1]
Shield Damage and Block
10% increased Physical Attack Damage while holding a Shield
+3% Chance to Block Attack Damage while holding a Shield
Attack Skills deal 10% increased Damage with Ailments while holding a Shield [1]
Shield Damage and Defences
30% increased Defences from Equipped Shield
14% increased Physical Attack Damage while holding a Shield
Attack Skills deal 14% increased Damage with Ailments while holding a Shield [1]
Aggressive Bastion
30% increased Physical Attack Damage while holding a Shield
+5% Chance to Block 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 [1]

Ailment damage while wielding an axe

These passive skills grant increased ailment damage from attack skills while wielding an axe. No results found for the given query.

Ailment damage while wielding a mace

These passive skills grant increased ailment damage with attack skills while wielding a mace. No results found for the given query.

Ailment damage while wielding a sword

These passive skills grant increased ailment damage with attack skills while wielding a sword. No results found for the given query.

Ailment damage while wielding a dagger

These passive skills grant increased ailment damage with attack skills while wielding a dagger. No results found for the given query.

Ailment damage while wielding a claw

These passive skills grant increased ailment damage with attack skills while wielding a claw. No results found for the given query.

Ailment damage while wielding a staff

These passive skills grant increased ailment damage with attack skills while wielding a staff. No results found for the given query.

Ailment damage while wielding a bow

These passive skills grant increased ailment damage with attack skills while wielding a bow. No results found for the given query.

Ailment damage while wielding a wand

These passive skills grant increased ailment damage with attack skills while wielding a wand. No results found for the given query.

Increased elemental ailment duration

These passive skills increase the duration of elemental ailments.

NameStats
Elemental Focus
20% increased Elemental Damage
20% increased Duration of Elemental Ailments on Enemies
20% increased Effect of Non-Damaging Ailments [1]

Increased non-damaging ailment effect

These passive skills increase the effects of non-damaging ailments.

NameStats
Ailment Effect
20% increased Effect of Non-Damaging Ailments [1]
Weapon Elemental Damage and Ailment Effect
10% increased Elemental Damage with Attack Skills
10% increased Effect of Non-Damaging Ailments [1] [2]
Ash, Frost and Storm
30% increased Elemental Damage
30% increased Effect of Non-Damaging Ailments
10% chance to Freeze, Shock and Ignite [1]
Elemental Focus
20% increased Elemental Damage
20% increased Duration of Elemental Ailments on Enemies
20% increased Effect of Non-Damaging Ailments [1]

Misc

These passive skills are related to ailments, but do not fit into any other category.

NameStats
Attack Damage and Leech
12% increased Attack Damage
60% increased total Recovery per second from Life Leech
12% increased Damage with Ailments from Attack Skills [1]

12% increased Attack Damage
0.4% of Physical Attack Damage Leeched as Life
12% increased Damage with Ailments from Attack Skills [2]
Attack Damage and Speed
12% increased Attack Damage
12% increased Damage with Ailments from Attack Skills
3% increased Attack Speed [1]
Axe Damage
14% increased Physical Damage with Axes
Axe Attacks deal 14% increased Damage with Ailments [1] [2]

18% increased Physical Damage with Axes
Axe Attacks deal 18% increased Damage with Ailments [4] [5] [6]

Axe Attacks deal 12% increased Damage with Hits and Ailments [3]
Axe Damage and Accuracy
Axe Attacks deal 10% increased Damage with Hits and Ailments
10% increased Accuracy Rating with Axes [1]
Axe Damage and Attack Speed
12% increased Physical Damage with Axes
3% increased Attack Speed with Axes
Axe Attacks deal 12% increased Damage with Ailments [1] [2] [3]

Axe Attacks deal 8% increased Damage with Hits and Ailments
3% increased Attack Speed with Axes [2]

Axe Attacks deal 8% increased Damage with Hits and Ailments
4% increased Attack Speed with Axes [5] [6]
Axe Damage and Critical Strike Chance
Axe Attacks deal 10% increased Damage with Hits and Ailments
25% increased Critical Strike Chance with Axes [1] [2]
Axe Damage and Impale Chance
14% increased Physical Damage with Axes
Axe Attacks deal 14% increased Damage with Ailments
10% chance to Impale Enemies on Hit with Attacks [1]
Claw Ailment Damage and Poison Chance
10% chance to Poison on Hit with Attacks
Claw Attacks deal 15% increased Damage with Ailments [1]
Claw Ailment Damage and Poison Duration
Claw Attacks deal 15% increased Damage with Ailments
5% increased Poison Duration [1]
Claw Damage
Claw Attacks deal 12% increased Damage with Hits and Ailments [1]
Claw Damage and Attack Speed
Claw Attacks deal 8% increased Damage with Hits and Ailments
4% increased Attack Speed with Claws [1] [2] [3]
Cold Damage and Cold Ailment Effect
12% increased Cold Damage
10% increased Effect of Cold Ailments [1]
Critical Ailment Damage Over Time Multiplier
+14% to Damage over Time Multiplier for Ailments from Critical Strikes [1]
Dagger Ailment Damage
Dagger Attacks deal 16% increased Damage with Ailments [1]
Dagger Ailment Damage and Poison Chance
15% chance to Poison on Hit with Attacks
Dagger Attacks deal 20% increased Damage with Ailments [1]
Dagger Damage
Dagger Attacks deal 12% increased Damage with Hits and Ailments [1]
Dagger Damage and Attack Speed
Dagger Attacks deal 8% increased Damage with Hits and Ailments
4% increased Attack Speed with Daggers [1] [2] [3]
Dagger Damage and Movement Speed
Dagger Attacks deal 10% increased Damage with Hits and Ailments
3% increased Movement Speed [1] [2]
Faster Ailments
Damaging Ailments deal damage 5% faster [1] [2]
Lightning Ailment Effect
20% increased Effect of Lightning Ailments [1]
Mace Damage
14% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 14% increased Damage with Ailments [1]

Mace or Sceptre Attacks deal 12% increased Damage with Hits and Ailments [2]
Mace or Sceptre Attacks deal 14% increased Damage with Hits and Ailments [3]
Mace Damage and Area of Effect
Mace or Sceptre Attacks deal 10% increased Damage with Hits and Ailments
5% increased Area of Effect [1] [2]

14% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 14% increased Damage with Ailments
8% increased Area of Effect [3] [4]
Mace Damage and Attack Speed
Mace or Sceptre Attacks deal 8% increased Damage with Hits and Ailments
3% increased Attack Speed with Maces or Sceptres [1]
Mace Damage and Critical Strike Chance
10% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 10% increased Damage with Ailments
20% increased Critical Strike Chance with Maces or Sceptres [1]
Mace Damage and Reduced Enemy Stun Threshold
16% increased Physical Damage with Maces or Sceptres
5% reduced Enemy Stun Threshold with Maces or Sceptres
Mace or Sceptre Attacks deal 16% increased Damage with Ailments [1] [2]

14% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 14% increased Damage with Ailments
10% reduced Enemy Stun Threshold with Maces or Sceptres [2]
Mace Damage and Stun Duration
16% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 16% increased Damage with Ailments
20% increased Stun Duration on Enemies [1] [2]

10% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 10% increased Damage with Ailments
10% increased Stun Duration on Enemies [2]

14% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 14% increased Damage with Ailments
10% chance to double Stun Duration [3]
Melee Damage
4% increased Melee Physical Damage
Attacks with Melee Weapons deal 4% increased Damage with Ailments [1] [2]

12% increased Melee Physical Damage [4] [5] [6]
16% increased Melee Physical Damage [3]
12% increased Melee Physical Damage
Attacks with Melee Weapons deal 12% increased Damage with Ailments [4]
Melee Damage and Life
16% increased Melee Physical Damage
+16 to maximum Life [1]
One Handed Damage
14% increased Damage with One Handed Weapons
Attacks with One Handed Weapons deal 20% increased Damage with Ailments [1] [2]
One Handed Melee Damage
16% increased Physical Damage with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 16% increased Damage with Ailments [1] [2]
Staff Critical Strike Chance
30% increased Global Critical Strike Chance while wielding a Staff [1] [2]
Staff Damage and Armour
Staff Attacks deal 15% increased Damage with Hits and Ailments
15% increased Armour [1]
Staff Damage and Block
Staff Attacks deal 10% increased Damage with Hits and Ailments
+2% Chance to Block Attack Damage while wielding a Staff [1]

Staff Attacks deal 12% increased Damage with Hits and Ailments
+3% Chance to Block Attack Damage while wielding a Staff [2]
Staff Damage and Stun Duration
Staff Attacks deal 15% increased Damage with Hits and Ailments
10% increased Stun Duration with Staves on Enemies [1] [2]
Sword Damage
14% increased Physical Damage with Swords
Sword Attacks deal 14% increased Damage with Ailments [1]

Sword Attacks deal 12% increased Damage with Hits and Ailments [2]
16% increased Physical Damage with Swords
Sword Attacks deal 16% increased Damage with Ailments [5] [6]

Sword Attacks deal 14% increased Damage with Hits and Ailments [4]
Sword Damage and Attack Speed
10% increased Physical Damage with Swords
4% increased Attack Speed with Swords
Sword Attacks deal 10% increased Damage with Ailments [1] [2]
Sword Damage and Block
Sword Attacks deal 12% increased Damage with Hits and Ailments
+2% Chance to Block Attack Damage while Dual Wielding or holding a Shield [1] [2] [3]
Sword Damage and Melee Range
Sword Attacks deal 10% increased Damage with Hits and Ailments
+0.1 metres to Melee Strike Range with Swords [1]
Two Handed Melee Damage
14% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 14% increased Damage with Ailments [1]

12% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments [3] [4]

16% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 16% increased Damage with Ailments [5] [6]
Two Handed Melee Damage and Area of Effect
12% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments
5% increased Area of Effect [1] [2]
Two Handed Melee Damage and Attack Speed
12% increased Physical Damage with Two Handed Melee Weapons
3% increased Attack Speed with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments [1] [2]
Two Handed Melee Damage and Leech
12% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments
0.8% of Physical Attack Damage Leeched as Life [1]

12% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments
0.4% of Physical Attack Damage Leeched as Life [2]
Two Handed Melee Damage and Life Leech Speed
12% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 12% increased Damage with Ailments
60% increased total Recovery per second from Life Leech [1] [2]
Two Handed Melee Damage and Reduced Enemy Stun Threshold
14% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 14% increased Damage with Ailments
5% reduced Enemy Stun Threshold [1]
Two Handed Melee Damage and Stun Duration
10% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 10% increased Damage with Ailments
10% increased Stun Duration with Two Handed Melee Weapons on Enemies [1]

14% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 14% increased Damage with Ailments
20% increased Stun Duration with Two Handed Melee Weapons on Enemies [2]
Wand Damage
Wand Attacks deal 16% increased Damage with Hits and Ailments [1] [2] [3]
Wand Attacks deal 12% increased Damage with Hits and Ailments [2]
Wand Physical Damage
12% increased Physical Damage with Wands
Wand Attacks deal 12% increased Damage with Ailments [1]
Wand Physical Damage and Attack Speed
12% increased Physical Damage with Wands
Wand Attacks deal 12% increased Damage with Ailments
4% increased Attack Speed with Wands [1] [2]
Arcane Sanctuary
30% increased Spell Damage while holding a Shield
30% reduced Elemental Ailment Duration on you while holding a Shield [1]
Blacksmith's Clout
35% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 35% increased Damage with Ailments
+35% to Critical Strike Multiplier with Maces or Sceptres [1]
Blade Master
20% increased Physical Damage with Swords
8% increased Attack Speed with Swords
+200 to Accuracy Rating with Swords
Sword Attacks deal 20% increased Damage with Ailments [1]
Bladedancer
Sword Attacks deal 30% increased Damage with Hits and Ailments
+0.3 metres to Melee Strike Range with Swords [1]
Bone Breaker
30% increased Physical Damage with Maces or Sceptres
12% increased Area of Effect
Mace or Sceptre Attacks deal 30% increased Damage with Ailments [1]
Breath of Lightning
30% increased Lightning Damage
50% increased Effect of Lightning Ailments [1]
Breath of Rime
30% increased Cold Damage
50% increased Duration of Cold Ailments [1]
Brutal Blade
Sword Attacks deal 24% increased Damage with Hits and Ailments
+6% Chance to Block Attack Damage while Dual Wielding or holding a Shield
20% chance to gain a Frenzy Charge when you Block Attack Damage [1]
Butchery
25% increased Physical Damage with Two Handed Melee Weapons
+20 to Strength
5% increased Attack Speed with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments [1]
Claws of the Magpie
Claw Attacks deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Claws
25% chance to Steal Power, Frenzy, and Endurance Charges on Hit with Claws [1]
Cleaving
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
15% chance to Intimidate Enemies for 4 seconds on Hit with Attacks [1]
Deadly Draw
Damaging Ailments deal damage 10% faster
30% increased Damage Over Time with Bow Skills [1]
Defiled Forces
Remove Elemental Ailments when you Cast a Curse Spell
Refresh Duration of Ignite, Chill and Shock on Enemies you Curse [1]
Destroyer
25% increased Physical Damage with Two Handed Melee Weapons
5% increased Attack Speed with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
25% increased Stun Duration with Two Handed Melee Weapons on Enemies [1]
Dire Torment
40% increased Critical Strike Chance
+25% to Damage over Time Multiplier for Ailments from Critical Strikes [1]
Dirty Techniques
Damaging Ailments deal damage 15% faster [1]
Feller of Foes
Axe Attacks deal 30% increased Damage with Hits and Ailments
+40% to Critical Strike Multiplier with Axes
+200 to Accuracy Rating with Axes [1]
Flash Freeze
25% increased Cold Damage
30% increased Effect of Cold Ailments
15% chance to Freeze [1]
Flaying
Dagger Attacks deal 24% increased Damage with Hits and Ailments
12% increased Attack Speed with Daggers
18% increased Accuracy Rating with Daggers [1]
Harvester of Foes
30% increased Physical Damage with Axes
Axe Attacks deal 30% increased Damage with Ailments
12% increased Impale Effect [1]
Hatchet Master
Axe Attacks deal 24% increased Damage with Hits and Ailments
10% increased Attack Speed with Axes
20% chance to gain Onslaught for 4 seconds on Kill [1]
Kinetic Impacts
25% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Ailments
5% chance to deal Double Damage
10% chance to double Stun Duration [1]
Lesson of the Seasons
10% reduced Duration of Damaging Ailments on you per Bark
10% chance to Avoid non-Damaging Ailments on you per Bark below maximum [1]
Martial Experience
30% increased Physical Damage with Two Handed Melee Weapons
Attacks with Two Handed Melee Weapons deal 30% increased Damage with Ailments
100% increased total Recovery per second from Life Leech
Overwhelm 12% Physical Damage Reduction [1]
Poisonous Fangs
+10% to Damage over Time Multiplier for Poison
Claw Attacks deal 25% increased Damage with Ailments
6% increased Attack Speed with Claws [1]
Razor's Edge
35% increased Physical Damage with Swords
Sword Attacks deal 35% increased Damage with Ailments
Overwhelm 20% Physical Damage Reduction [1]
Ribcage Crusher
Mace or Sceptre Attacks deal 24% increased Damage with Hits and Ailments
6% increased Attack Speed with Maces or Sceptres
15% increased Area of Effect if you have Stunned an Enemy Recently [1]
Skull Cracking
36% increased Physical Damage with Maces or Sceptres
12% reduced Enemy Stun Threshold with Maces or Sceptres
Mace or Sceptre Attacks deal 36% increased Damage with Ailments [1]
Slaughter
25% increased Physical Damage with Axes
Axe Attacks deal 25% increased Damage with Ailments
8% increased Attack Speed with Axes
+5 to Maximum Rage [1]
Sleight of Hand
20% increased Damage with One Handed Weapons
8% increased Attack Speed with One Handed Weapons
Attacks with One Handed Weapons deal 30% increased Damage with Ailments [1]
Smashing Strikes
Staff Attacks deal 30% increased Damage with Hits and Ailments
10% chance to gain an Endurance Charge on Melee Critical Strike
30% increased Critical Strike Chance with Staves [1]
Spinecruncher
30% increased Physical Damage with Maces or Sceptres
Mace or Sceptre Attacks deal 30% increased Damage with Ailments
60% increased Stun Duration against Enemies that are on Full Life [1]
Static Blows
30% increased Damage if you have Shocked an Enemy Recently
30% increased Effect of Lightning Ailments
50% increased Duration of Lightning Ailments [1]
Steelwood Stance
Staff Attacks deal 30% increased Damage with Hits and Ailments
+800 Armour if you've Blocked Recently
+8% Chance to Block Attack Damage while wielding a Staff [1]
Strong Arm
+20 to Strength
25% increased Physical Damage with One Handed Melee Weapons
5% increased Attack Speed with One Handed Melee Weapons
Attacks with One Handed Melee Weapons deal 25% increased Damage with Ailments [1]
Wrecking Ball
Attacks with Two Handed Melee Weapons deal 25% increased Damage with Hits and Ailments
10% increased Attack Speed with Two Handed Melee Weapons
40% increased Stun Duration with Two Handed Melee Weapons on Enemies [1]

Ascendancy passives

Ascendancy
Class
NameStats
Champion
First to Strike, Last to Fall
Your Hits permanently Intimidate Enemies that are on Full Life
Gain Adrenaline for 20 seconds when you reach Low Life
Remove all Ailments and Burning when you gain Adrenaline
Recover 25% of Life when you gain Adrenaline [1]
Elementalist
Elemental Damage, Cold Ailment Effect
10% increased Elemental Damage
10% increased Effect of Cold Ailments [1]
Elementalist
Elemental Damage, Lightning Ailment Effect
10% increased Elemental Damage
10% increased Effect of Lightning Ailments [1]
Elementalist
Shaper of Storms
Hits always Shock
All Damage can Shock
25% more Effect of Lightning Ailments you inflict with Hits if the highest Damage Type is Lightning
Shocks from your Hits always increase Damage taken by at least 15% [1]
Elementalist
Shaper of Winter
All Damage with Hits can Chill
50% more Effect of Cold Ailments you inflict with Hits for which the highest Damage Type is Cold
Chills from your Hits always reduce Action Speed by at least 15%
Your Chills can reduce Action Speed by up to a maximum of 40% [1]
Guardian
Harmony of Purpose
Enemies in your Link Beams cannot apply Elemental Ailments
Enemies in your Link Beams have -20% to all Elemental Resistances
Linked Targets and Allies in your Link Beams have +5% to all Maximum Elemental Resistances [1]
Guardian
Time of Need
Every 4 seconds, Regenerate 100% of Life over one second
Every 4 seconds, remove Curses and Elemental Ailments from you [1]
Hierophant
Illuminated Devotion
30% increased Area of Effect while you have Arcane Surge
0.5% of Spell Damage Leeched as Life while you have Arcane Surge
Non-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge [1]
Pathfinder
Master Alchemist
50% chance for Flasks you use to not consume Charges
Removes Elemental Ailments when you use a Flask [1]
Raider
Avatar of the Veil
Nearby Enemies have Fire, Cold and Lightning Exposure while you have Phasing, applying -20% to those Resistances
50% chance to Avoid Elemental Ailments while Phasing [1]
Ranger
Fury of NatureNon-Damaging Elemental Ailments you inflict spread to other enemies within 2 metres
Non-Damaging Elemental Ailments you inflict have 100% more Effect [1]

Achievements

Name Description
Elemental Trinity

Slay an enemy that is simultaneously Ignited, Shocked, and Frozen.

Version history

Version Changes
3.5.0
  • Added 3 new Elemental Ailments to the game; Scorched, Brittle, and Sapped.
3.0.0
  • Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).
  • We now only refer to 'Ailments' rather than the longer 'Status Ailments'. The pre-existing 'Elemental Status Ailments' are now referred to as 'Elemental Ailments', and cases where 'Elemental' was left off because there were previously no non-elemental ailments have been corrected.
  • There are now separate reminder texts for Elemental Ailments and for Ailments.

References

  1. 1.0 1.1 1.2 Rory (May 3, 2017). "Damage Over Time Changes - Part 2". Official Path of Exile Forums. Retrieved August 6, 2017.
  2. Bex_GGG (August 2, 2017). "Path of Exile 3.0.0: The Fall of Oriath Patch Notes". Official Path of Exile Forums. Retrieved August 6, 2017.
  3. 3.0 3.1 Rory (April 27, 2017). "Damage Over Time Changes - Part 1". Official Path of Exile Forums. Retrieved December 26, 2017.