Debuffs
Ailments
Ailments are damage-associated debuffs: ignite, chill, freeze, shock, scorch, brittle, sap, bleeding and poison.
Rules at a glance
- Ignite, chill, freeze, shock, scorch, brittle and sap are elemental ailments.
- Ignite, bleeding and poison are damaging ailments; the other six are non-damaging ailments.
- Ailments are normally applied by hits of associated damage types, but specific stats can change those associations.
- Chance to avoid, immunity, reduced duration and reduced effect are distinct defensive layers.
Game-client explanation
Bleeding, Ignite, Chill, Freeze, Shock and Poison. Ailments can be removed by certain flasks, or negated by items or passive skills.
There are also other Ailments that can be applied through certain rare items and passive skills. These are called Brittle, Sap and Scorch.
Ailments usually come from a specific kind of damage. Fire damage can 'Ignite', which deals further fire damage over time. Cold damage can 'Chill', slowing you down, or 'Freeze', causing you to stop moving entirely. Lightning damage can 'Shock', causing you to take a lot of extra damage from any source. Some enemies can also 'Poison' you or inflict 'Bleeding', both of which deal damage over time. If you move while you're bleeding, the bleeding will deal extra damage.
Gems
175 matches
Alchemist's MarkActive
ArcActive
Arc of OscillatingTransfigured
Arctic ArmourActive
Awakened Deadly Ailments SupportSupport
Awakened Elemental Focus SupportSupport
Awakened Melee Physical Damage SupportSupport
Awakened Swift Affliction SupportSupport
Awakened Unbound Ailments SupportSupport
Behead SupportSupport
Blade FlurryActive
Blade Trap of LacerationTransfigured
Passive skills
472 matchesBase-tree results open the passive planner; Ascendancy results open their class reference.
- Fury of NatureNon-Damaging Elemental Ailments you inflict spread to other enemies within 2 metres · Non-Damaging Elemental Ailments you inflict have {}% more Effect
- Private Tuition40% increased Intelligence · Cannot be Shocked if Intelligence is higher than Strength
- Elemental Damage, Status Ailment Chance10% increased Elemental Damage · 5% chance to Freeze, Shock and Ignite
- Within the TempestEnemies you kill are Shocked · Shocks you inflict spread to other Enemies within 1.5 metres
- First to Strike, Last to FallYour Hits permanently Intimidate Enemies that are on Full Life · Gain Adrenaline for 20 seconds when you reach Low Life · Recover 25% of Life when you gain Adrenaline · Remove all Ailments and Burning when you gain Adrenaline
- Venom Drinker+100% chance to be Poisoned · +5% to all maximum Resistances while Poisoned · You cannot be Poisoned while there are at least 5 Poisons on you · 100% increased Poison Duration on you
- Time of NeedEvery 4 seconds, remove Curses and Ailments from you · Every 4 seconds, Regenerate 100% of Life over one second
- Far ShotProjectiles gain Damage as they travel farther, dealing up to 30% more Damage with Hits and Ailments · Projectile Barrages have no spread
- Frigid WakeCannot be Chilled · Cannot be Frozen · 15% more Cold Damage
- Attack Speed, Bleed Chance5% increased Attack Speed · Attacks have 15% chance to cause Bleeding
- Illuminated DevotionNon-Damaging Ailments have 50% reduced Effect on you while you have Arcane Surge · 30% increased Area of Effect while you have Arcane Surge · 0.5% of Spell Damage Leeched as Life while you have Arcane Surge
- Critical Strike Chance, Poison Chance15% increased Global Critical Strike Chance · 15% chance to Poison on Hit
Unique items
147 matchesTranslated modifiers
229 matchesExamples use translated snapshot stat lines; record presence does not establish current drop availability.
- Upgraded(81–85)% increased Physical Damage · (13–15)% chance to cause Bleeding on Hit
- Upgraded(86–94)% increased Physical Damage · (16–17)% chance to cause Bleeding on Hit
- Upgraded(95–105)% increased Physical Damage · (18–20)% chance to cause Bleeding on Hit
- Upgraded(81–85)% increased Physical Damage · (13–15)% chance to Poison on Hit
- Upgraded(86–94)% increased Physical Damage · (16–17)% chance to Poison on Hit
- Upgraded(95–105)% increased Physical Damage · (18–20)% chance to Poison on Hit
- Upgraded(63–73)% increased Fire Damage · (21–24)% chance to Ignite
- Upgraded(74–88)% increased Fire Damage · (25–28)% chance to Ignite
- Upgraded(89–105)% increased Fire Damage · (29–34)% chance to Ignite
- Upgraded(21–24)% chance to Freeze · (63–73)% increased Cold Damage
- Upgraded(25–28)% chance to Freeze · (74–88)% increased Cold Damage
- Upgraded(29–34)% chance to Freeze · (89–105)% increased Cold Damage