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Ailment

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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

Bleed status icon.png

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

Poison status icon.png

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

Ignite status icon.png

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

Chill status icon.png

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

Freeze status icon.png

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

Shock status icon.png

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

Scorch status icon.png

Fire Scorched Enemies have their Elemental Resistances lowered by up to 30%, based on the fire damage of the hit. The base duration is 4 seconds.
Brittle

Brittle status icon.png

Cold Brittle causes hits against enemies to have up to +15% Base Critical Strike Chance against them, based on the cold damage of the hit. The base duration is 4 seconds.
Sap

Sap status icon.png

Lightning Sapped enemies deal up to 20% less Damage, based on the lightning damage of the hit. The base duration is 4 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: Item link: No results found for search parameter "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 Module Error: Item link: No results found for search parameter "Bino's Kitchen Knife". 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.Per 1% Quality:1Superior2Anomalous3Divergent1% increased Skill Effect Duration1% chance to Freeze Enemies for 350 ms when Hit0.05% less Physical Damage taken from Hits
    0.05% less Fire Damage taken from Hits
    Chill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%
    (8-13)% less Physical Damage taken from Hits
    (8-12)% less Fire Damage taken from Hits
    Base duration is (2.5-4.4) seconds
    Buff grants Immunity to Freeze
    Place into an item socket of the right colour to gain this skill. Right click to remove from a socket.
    Arctic Armour skill icon.png
    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.[1][3]

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

List of unique items related to Ailment. This list does not include item that affect individual ailment only. For those item , read Bleed, poison, ignite, Chill, freeze, shock, scorch, brittle, and sap article.

ItemLvl.Stats

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. 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. No results found for the given query.

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. No results found for the given query.

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. No results found for the given query.

Increased cold ailment duration

These passive skills increase the duration of cold ailments. No results found for the given query.

Increased fire ailment duration

These passive skills increase the duration of fire ailments. No results found for the given query.

Increased lightning ailment duration

These passive skills increase the duration of lightning ailments. No results found for the given query.

Increased non-damaging ailment effect

These passive skills increase the effects of non-damaging ailments. No results found for the given query.

Increased elemental ailment effect

These passive skills increase the effect of elemental ailments. No results found for the given query.

Increased cold ailment effect

These passive skills increase the effects of cold ailments. No results found for the given query.

Increased fire ailment effect

These passive skills increase the effects of fire ailments. No results found for the given query.

Increased lightning ailment effect

These passive skills increase the effects of lightning ailments. No results found for the given query.

Misc

These passive skills are related to ailments, but do not fit into any other category. No results found for the given query.

Ascendancy passives

No results found for the given query.

Cluster jewel passives

The following cluster jewel-only passives are related to Ailment: No results found for the given query.

Related modifiers

The following modifiers are related to ailment:

Item mods

No results found

Enchantments

The Lord's Labyrinth enchantments No results found Heist enchantments No results found

Map and area mods

No results found

Monsters mods

No results found

Legacy mods

The following fossil-exclusive modifiers are spawn disabled: No results found

Achievements

Name Description
Elemental Trinity

Elemental Trinity achievement icon.jpg

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.

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