Ailment: Difference between revisions
Angelfrmhvn (talk | contribs) (Created page with "'''Ailments''' are a type of debuff associated and applied by one or more damage types. Ailments normally distinguish themselves from other debuffs by being applied by hits, which allows them to check conditions on the enemy, and vary their effect or duration based on damage instead of having a predetermined value from a skill or modifier. Frozen, ignited, and shocked are the default ailments of cold, fire, and lightning d...") |
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'''Ailments''' are a type of [[debuff]] associated and | {{Tooltip info | ||
| name = Ailments | |||
| description = Ailments are a family of common [[Debuff|Debuffs]] associated with specific damage types. The list of Ailments is: [[Bleeding]], [[Ignite]], [[Chill]], [[Freeze]], [[Shock]], [[Electrocute]], and [[Poison]]. | |||
}} | |||
{{Tooltip info | |||
| name = Damage Contributing to Ailments | |||
| description = By default, specific [[Ailments]] are calculated based on only specific [[damage type]]s, such as only the [[Fire]] damage of a [[Hit]] mattering when inflicting [[Ignite]].<br><br>Allowing another damage type to contribute to an [[Ailment]] means that all damage of the relevant types is summed when performing calculations for that [[Ailment]].<br><br>For [[Ailments]] that use [[Hit]] damage to determine [[Ailment]] chance or buildup, this means that the damage type becomes capable of inflicting that [[Ailment]]. For [[Ailments]] that only use [[Hit]] damage to determine [[Ailment]] [[Magnitude]] (i.e. [[Bleeding]] and [[Poison]]), you still need a way to apply those [[Ailments]] (e.g. a source of [[Bleeding]] or [[Poison]] chance). | |||
}} | |||
'''Ailments''' are a type of [[debuff]] associated with specific damage types. Damaging ailments [[damage over time]]. | |||
Damaging ailments: [[bleeding]], [[poison]], and [[ignite]]. | |||
Non-damaging ailments: [[chill]], [[freeze]], [[shock]] and [[electrocute]]. | |||
==Mechanics== | |||
The chance for most ailments to be applied generally depends on the amount of damage dealt before [[mitigation]] compared to the defender's ailment threshold value. A player's base ailment threshold is based on half of their maximum [[life]]. This scaling is different for monsters; unique monsters with extremely large life pools may have a reduced relative ailment threshold. | |||
[[Chill]] will always be applied as long as the damage meets the minimum ailment threshold to not be discarded, though its [[slow]] magnitude scales with the ailment threshold formula. | |||
The chance to inflict [[poison]] or [[bleeding]] is based on a static numerical chance instead rather than being calculated via the ailment threshold formula. | |||
The chance to inflict an ailment is multiplicative against the chance to avoid an ailment. If the defender has 100% chance to avoid an ailment, they cannot be inflicted with that ailment, even by constant [[ground effect]]s that usually bypass ailment avoidance chance. | |||
==List of ailments== | ==List of ailments== | ||
[[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are | [[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are elemental ailments. [[Bleeding]] and [[poison]] are non-elemental ailments. | ||
{| class="wikitable sortable" style="text-align: center;" | {| class="wikitable sortable" style="text-align: center;" | ||
Line 15: | Line 36: | ||
[[File:Bleed status icon.png|link=Bleeding]] | [[File:Bleed status icon.png|link=Bleeding]] | ||
| Physical | | Physical | ||
| style="text-align: left;" |[[Bleeding]] can only be inflicted by [[Physical damage|physical]] damage | | style="text-align: left;" |[[Bleeding]] can only be inflicted by [[Physical damage|physical]] damage dealt to [[Life]]. Bleeding enemies take physical damage over time, at 15% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 100% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds. | ||
| {{No}} | | {{No}} | ||
| {{Yes}} | | {{Yes}} | ||
Line 42: | Line 63: | ||
| [[Freeze]] | | [[Freeze]] | ||
[[File:Freeze status icon.png|link=Freeze]] | [[File:Freeze status icon.png|link=Freeze]] | ||
[[File:Frozen status icon.png|link=Freeze]] | |||
| Cold | | Cold | ||
| style="text-align: left;" |[[Freeze]] prevents the affected target to move or act for a duration. The base duration is 4 seconds. | | style="text-align: left;" |[[Freeze]] prevents the affected target to move or act for a duration. The base duration is 4 seconds. | ||
Line 49: | Line 71: | ||
| [[Shock]] | | [[Shock]] | ||
[[File:Shock status icon.png|link=Shock]] | [[File:Shock status icon.png|link=Shock]] | ||
| | | Lightning | ||
| style="text-align: left;" |[[Shock]] | | style="text-align: left;" |[[Shock]] causes the affected target to take 20% increased damage from all sources, based on the lightning damage of the hit. The base duration is 4 seconds. | ||
| {{Yes}} | | {{Yes}} | ||
| {{No}} | | {{No}} | ||
Line 56: | Line 78: | ||
| [[Electrocute]] | | [[Electrocute]] | ||
[[File:Electrocute status icon.png|link=Electrocute]] | [[File:Electrocute status icon.png|link=Electrocute]] | ||
[[File:Electrocuted status icon.png|link=Electrocute]] | |||
| Lightning | | Lightning | ||
| style="text-align: left;" |[[Electrocute]] causes the affected target to | | style="text-align: left;" |[[Electrocute]] causes the affected target's action speed to drop to 0, effectively immobilizing a target. | ||
| {{Yes}} | | {{Yes}} | ||
| {{No}} | | {{No}} | ||
|} | |} | ||
== | ==Related skills== | ||
The following skills are related to multiple ailments or ailments in general: | |||
{{Skill table | |||
|where = items.class_id IN ("Active Skill Gem", "Meta Skill Gem") AND NOT (skill_gems.gem_tags HOLDS "Buff" AND skill_gems.gem_tags HOLDS "Persistent") | |||
AND (items.stat_text LIKE "%ailment%" OR skill_gems.gem_description LIKE "%ailment%") | |||
}} | |||
===Persistent skills=== | |||
{{Skill table | |||
|where = items.class_id IN ("Active Skill Gem", "Meta Skill Gem") AND (skill_gems.gem_tags HOLDS "Buff" AND skill_gems.gem_tags HOLDS "Persistent") | |||
AND (items.stat_text LIKE "%ailment%" OR skill_gems.gem_description LIKE "%ailment%") | |||
}} | |||
== | ==Related support gems== | ||
{{Skill table | |||
|where = items.class_id IN ("Support Skill Gem") | |||
AND (items.stat_text LIKE "%ailment%" OR skill_gems.gem_description LIKE "%ailment%") | |||
AND items.stat_text NOT LIKE "%non-%ailment%" AND skill_gems.gem_description NOT LIKE "%non-%ailment%" | |||
OR items.name = "Drain Ailments" | |||
}} | |||
{{Skill | |||
| | |||
}} | |||
==Version history== | ==Version history== | ||
{{Version history table header}} | {{Version history table header}} | ||
{{Version history table row|0.2.0e| | |||
* Bleeding no longer only considers damage dealt to the target's life. Damage dealt to energy shield (or mana) can now cause bleeding. | |||
}} | |||
{{Version history table row|0.2.0| | |||
* Player base Ailment Threshold is now half of Maximum Life (previously all of Maximum Life). | |||
}} | |||
{{Version history table row|0.1.0| | {{Version history table row|0.1.0| | ||
* | * Introduced to the game | ||
}} | }} | ||
{{Version history table end}} | {{Version history table end}} | ||
[[Category:Ailments| ]] | [[Category:Ailments| ]] | ||
{{sister|poewiki}} |
Latest revision as of 15:12, 12 September 2025
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Ailments are a type of debuff associated with specific damage types. Damaging ailments damage over time.
Damaging ailments: bleeding, poison, and ignite.
Non-damaging ailments: chill, freeze, shock and electrocute.
Mechanics
The chance for most ailments to be applied generally depends on the amount of damage dealt before mitigation compared to the defender's ailment threshold value. A player's base ailment threshold is based on half of their maximum life. This scaling is different for monsters; unique monsters with extremely large life pools may have a reduced relative ailment threshold.
Chill will always be applied as long as the damage meets the minimum ailment threshold to not be discarded, though its slow magnitude scales with the ailment threshold formula.
The chance to inflict poison or bleeding is based on a static numerical chance instead rather than being calculated via the ailment threshold formula.
The chance to inflict an ailment is multiplicative against the chance to avoid an ailment. If the defender has 100% chance to avoid an ailment, they cannot be inflicted with that ailment, even by constant ground effects that usually bypass ailment avoidance chance.
List of ailments
Ignite, chill, freeze, shock and electrocute are elemental ailments. Bleeding and poison are non-elemental ailments.
Ailment | Associated damage type | Effect | Elemental | Damaging |
---|---|---|---|---|
Bleeding | Physical | Bleeding can only be inflicted by physical damage dealt to Life. Bleeding enemies take physical damage over time, at 15% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 100% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds. | ![]() |
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Poison | Physical and chaos | Poison causes the affected target to take chaos damage over time, at 20% of the combined physical and chaos damage of the hit that applied it per second, with an explicit source of poison chance. The base duration is 2 seconds. | ![]() |
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Ignite | Fire | Ignite causes the affected target to burn for 20% of the fire damage of the final hit that applied it, per second. The base duration is 4 seconds. | ![]() |
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Chill | Cold | Cold damage always inflicts chill. Chill slows all actions of the affected target up to 50%, based on the cold damage of the hit. The base duration is 2 seconds. | ![]() |
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Freeze | Cold | Freeze prevents the affected target to move or act for a duration. The base duration is 4 seconds. | ![]() |
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Shock | Lightning | Shock causes the affected target to take 20% increased damage from all sources, based on the lightning damage of the hit. The base duration is 4 seconds. | ![]() |
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Electrocute | Lightning | Electrocute causes the affected target's action speed to drop to 0, effectively immobilizing a target. | ![]() |
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Related skills
The following skills are related to multiple ailments or ailments in general:
Gem | Tier | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() Level: (1-20) Cost: (41-178) Mana Cast Time: 0.70 secCurse all targets in an area after a short delay, causing a portion of Damage they take from Hits to be tracked by the Curse debuff. When the debuff's duration expires, they take that tracked damage again, all at once.Curse applies after 1.5 seconds delay Curse radius is (1.5-3.1) metres Curse duration is (6-7.4) seconds Cursed targets take (20-33)% of Hit Damage dealt to them while Cursed again when Curse expires Taking Damage again this way cannot inflict Ailments on the Cursed target Additional Effects From 1-20% Quality: Curse zone erupts after (0.5-10)% reduced delaySkills can be managed in the Skills Panel. ![]() | 0 | ![]() | ![]() | ![]() |
![]() Level: 1 Cost: 93 Mana Cooldown Time: 4.00 sec Can Store 1 Use(s) Cast Time: InstantConsume all Power Charges to master the elements, gaining Elemental Damage and the ability to apply Elemental Ailments with other damage types. Can only be used while you have maximum Power Charges.Buff duration is 5 seconds per Power Charge Consumed 8% more Elemental Damage per Power Charge Consumed Buff causes all Elemental Damage to Contribute to Flammability and Ignite Magnitudes, Shock chance, and Freeze buildup Additional Effects From 1-20% Quality: +(0.1-2)% more Elemental Damage per Power Charge ConsumedSkills can be managed in the Skills Panel. ![]() | 0 | ![]() | ![]() | ![]() |
![]() Level: (1-20) Cooldown Time: 0.50 sec Can Store 1 Use(s)Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.Gain 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 Maximum 100 Unbound Fury Cannot gain Unbound Fury while Unbound 40% more Elemental Damage while Unbound 80% more chance to inflict Elemental Ailments while Unbound 40% more Elemental Ailment Buildup while Unbound Unbound duration is (8-9.9) seconds Additional Effects From 1-20% Quality: Unbound duration is (0.05-1) secondsSkills can be managed in the Skills Panel. ![]() | 0 | ![]() | ![]() | ![]() |
![]() Tier: 3 Level: (1-20) Cost: (8-85) Mana Cast Time: 0.60 sec Critical Strike Chance: 7.00%Plant a seed of Fire inside an enemy. Dealing enough damage to the enemy, or killing it outright, causes the seed to explode, dealing damage in an area and leaving behind a Fire Infusion Remnant.Deals (10-340) to (15-510) Fire Damage Explosion radius is 2.5 metres Seed duration is 15 seconds Limit 1 active Seed Explodes after enemy is dealt damage equal to 200% of its Ailment Threshold Additional Effects From 1-20% Quality: Inflicts (1-20)% more Flammability MagnitudeSkills can be managed in the Skills Panel. ![]() | 3 | ![]() | ![]() | ![]() |
![]() Tier: 3 Level: 1Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.Requires 4 Combo to use Lose Combo if you generate no Combo for 8 seconds Limit 1 Bell Bell duration is 6 seconds Bell is destroyed after 10 Hits Impact Attack Damage: (120–490)% Impact radius is 1.8 metres Shockwave Attack Damage: (50–132)% 50% less Attack Speed Shockwave radius is 2.4 metres Shockwave can be triggered once every 0.25 seconds Additional Effects From 1-20% Quality: Bell is destroyed after (0-2) HitsPlace into a Skill Gem socket to gain this skill. These are found in the Skill Gems panel. ![]() | 3 | ![]() | ![]() | ![]() |
![]() Tier: 11 Level: (1-20) Cost: (7-53) Mana Attack Speed: 55% of basePlunge your Spear into the ground to emit a pulse that Consumes Freeze, Shock and Ignite on a number of nearby enemies, Allies and Corpses. The pulse itself deals no damage, but each Ailment Consumed causes an explosion of the corresponding elemental damage type.Pulse radius is 5 metres Consumes up to 9 Ailments Additional Effects From 1-20% Quality: +(0.01-0.2) metres to Pulse radiusSkills can be managed in the Skills Panel. ![]() | 11 | ![]() | ![]() | ![]() |
![]() Tier: 11 Level: 1 Attack Speed: 450% of baseLoads your Crossbow with a clip of charged bolts which release damaging pulses upon Hitting an enemy affected by a Lightning Ailment. Using this skill again reloads the clip.Converts 40% of Physical Damage to Lightning DamagePlace into a Skill Gem socket to gain this skill. These are found in the Skill Gems panel. ![]() | 11 | ![]() | ![]() | ![]() |
![]() Tier: 11 Level: 1Fire a Lightning-infused arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will charge the arrow, causing it to release a damaging shockwave and split beams towards up to two nearby targets. Those beams will repeat this process if they hit an enemy afflicted by a Lightning Ailment. Consumes Shock from enemies it Hits, but not Electrocution.Place into a Skill Gem socket to gain this skill. These are found in the Skill Gems panel. ![]() | 11 | ![]() | ![]() | ![]() |
Persistent skills
Gem | Tier | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() Level: (1-20)While active, gains Energy when you Hit enemies with Melee Attacks and triggers socketed Lightning spells on reaching maximum Energy.Gains 3 Energy per Power of enemies you Hit with Melee Attacks, modified by the percentage of the enemy's Ailment Threshold the Hit will deal (0-57)% increased Energy gained Can only socket Lightning Spells Triggers all Socketed Spells and loses all Energy on reaching maximum Energy Supported Skills deal (10-200)% increased Damage Supported Skills Cost nothing Additional Effects From 1-20% Quality: (0.75-15)% increased Energy gainedPlace one or more Skill Gems into this Meta Gem's sockets in the Skills Panel. The socketed Skills will be incorporated into the Meta Gem's effect. ![]() | 0 | ![]() | ![]() | ![]() |
![]() Tier: 4 Level: (1-20) Reservation: 30 SpiritConjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.Remnants last for 8 seconds 25% chance to spawn a Remnant on killing an enemy affected by an Elemental Ailment Spawn a Remnant on Critically Hitting a target affected by an Elemental Ailment, no more than once every 2 seconds Each Remnant grants (28-281) Mana Additional Effects From 1-20% Quality: Each Remnant grants (2-40) ManaSkills can be managed in the Skills Panel. ![]() | 4 | ![]() | ![]() | ![]() |
![]() Tier: 8 Level: (1-20) Reservation: 60 spiritWhile active, gains Energy when you Freeze, Shock or Ignite an enemy. Using the Invocation once sufficient Energy is gathered will consume the Energy to trigger socketed Spells, and can trigger them multiple times if it has enough Energy.Gains 10 Energy per Power of enemies you Freeze with Hits from Skills Gains 2 Energy per Power of enemies you Ignite with Hits from Skills, modified by the percentage of the enemy's Ailment Threshold the Ignite will deal Gains 1 Energy per Power of enemies you Shock with Hits from Skills (0–57)% increased Energy gained Maximum Energy is 500Place one or more Skill Gems into this Meta Gem's sockets in the Skills Panel. The socketed Skills will be incorporated into the Meta Gem's effect. ![]() | 8 | ![]() | ![]() | ![]() |
![]() Tier: 8 Level: (1-20) Reservation: 30 SpiritWhile active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.Enemies in your Presence have (15-24)% reduced Elemental Ailment Threshold Enemies in your Presence have (15-25)% reduced Stun Threshold Additional Effects From 1-20% Quality: (0.75-15)% increased Aura MagnitudesSkills can be managed in the Skills Panel. ![]() | 8 | ![]() | ![]() | ![]() |
![]() Tier: 8 Level: (1-20) Reservation: 30 SpiritWhile active, periodically invokes divine blessings to heal you and remove Curses and Elemental Ailments from you.(12-10.1) second duration between Blessings Blessing recovers (17-628) Life and removes Curses and Elemental Ailments Additional Effects From 1-20% Quality: Blessing recovers (2-40) Life and removes Curses and Elemental AilmentsSkills can be managed in the Skills Panel. ![]() | 8 | ![]() | ![]() | ![]() |
![]() Tier: 14 Level: (1-20) Reservation: 100 spiritWhile active, gains Energy when you Critically Hit enemies and triggers socketed Spells on reaching maximum Energy.Gains 1 Energy per Power of enemies you Critically Hit with Skills, modified by the percentage of the enemy's Ailment Threshold the Critical Hit will deal (0–57)% increased Energy gained Triggers all Socketed Spells and loses all Energy on reaching maximum EnergyPlace one or more Skill Gems into this Meta Gem's sockets in the Skills Panel. The socketed Skills will be incorporated into the Meta Gem's effect. ![]() | 14 | ![]() | ![]() | ![]() |
![]() Tier: 14 Level: (1-20) Reservation: 30 SpiritWhile active, killing enemies with Attacks or standing near a Unique enemy generates Valour. Using this Skill consumes its Valour to place an inspiring Banner with an Aura that grants you and nearby Allies Stun Threshold, Elemental Ailment Threshold and Flask charges while the Banner lasts. The Banner cannot gain Valour while placed, and you cannot place a Banner while you already have a Banner placed.Attack kills generates Valour equal to the enemy's Power Gains 1 Valour per second while a Unique enemy is in your Presence 10% more Aura Magnitudes per Valour Banner Aura radius is 4.5 metres Aura grants 0.17 Flask charges per second Aura grants (12–15)% more Stun Threshold and Elemental Ailment Threshold Banner duration is (6–6.95) seconds, or until you leave the AuraSkills can be managed in the Skills Panel. ![]() | 14 | ![]() | ![]() | ![]() |
Related support gems
Gem | Tier | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() Category: Withering Touch Tier: 1Support Requirements: +5 IntSupports any skill that Hits enemies, giving it a chance to Wither enemies on Hit.Withered lasts 4 seconds Supported Skills deal 25% less Damage Chance to inflict Withered on Hit with Supported Skills can exceed 100% Supported Skills have 1% chance to inflict Withered on Hit for every 0.57% of enemy Ailment Threshold dealt as Chaos damagePlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 1 | ![]() | ![]() | ![]() |
![]() Category: Commiserate Tier: 2Support Requirements: +5 DexSupports Skills you use yourself or Trigger, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.When inflicting an Ailment with Supported Skill, remove that Ailment from yourself Ailments inflicted by Supported Skills have 40% more Magnitude if you are afflicted with that Ailment when inflicting itPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 2 | ![]() | ![]() | ![]() |
![]() Category: Deathmarch Tier: 2Support Requirements: +5 IntSupports Skills which create Persistent Minions. Supported Minions will restore Life to nearby Allied Minions on death, as well as removing Ailments from those Minions.Minions from Supported Skills heal Allied Minions within 3 metres for 25% of Supported Minions' life on death, as well as removing all Ailments from those MinionsPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 2 | ![]() | ![]() | ![]() |
![]() Category: Drain Ailments Tier: 3Support Requirements: +5 IntSupports Spells that deal non-Ailment damage over time, causing them to consume Ailments on enemies it applies damage over time Debuffs to in order to deal substantially more damage over time.Supported Skills Consume all Ailments of a random type on the target when inflicting damage over time Debuffs, causing the Debuff to deal 35% more damage if any Ailments were consumedPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 3 | ![]() | ![]() | ![]() |
![]() Tier: 3Support Requirements: +5 IntSupports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.Support Supported Skills Cannot inflict Freeze, Shock or Ignite Supported Skills Consume Freeze, Shock and Ignite on hit to trigger Elemental Discharge Elemental Discharge Cooldown Time: 1.00s Cast Time: 1.00s Critical Hit Chance: 10.00% Consuming Freeze deals 80% to 120% of your Intelligence as Cold Damage Consuming Ignite deals 40% to 60% of your Intelligence as Fire Damage Consuming Shock deals 1% to 120% of your Intelligence as Lightning Damage Discharge radius is 2 metresPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple copies of the same Support Gem socketed at the same time. | 3 | ![]() | ![]() | ![]() |
![]() Category: Elemental Focus Tier: 3Support Requirements: +5 IntSupports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.Supported Skills deal 25% more Elemental Damage Supported Skills cannot inflict Elemental AilmentsPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 3 | ![]() | ![]() | ![]() |
![]() Category: Grants Cooldown Tier: 3 Cooldown Time: 8.00 sec Can Store 1 Use(s)Support Requirements: +5 IntSupports any damaging Skill that you use yourself, granting it significantly higher chance to inflict Ailments on hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.Supported Skills have 100% more chance to inflict Ailments Supported Skills have a Cooldown of 8 secondsPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 3 | ![]() | ![]() | ![]() |
![]() Category: Steadfast Tier: 3 Cost & Reservation Multiplier: 110%Support Requirements: +5 StrSupports Channelling Skills you use yourself, granting you higher Stun Threshold and Ailment Threshold while Channelling them.You have 100% more Ailment Threshold while Channelling Supported Skills You have 50% more Stun Threshold while Channelling Supported SkillsPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 3 | ![]() | ![]() | ![]() |
![]() Category: Elemental Armament Tier: 5 Cost & Reservation Multiplier: 120%Support Requirements: +5 StrSupports Attacks, causing them to deal more Damage for each Elemental Ailment on Enemies they Hit. Supported Skills cannot themselves inflict Elemental Ailments.Supported Skills cannot inflict Elemental Ailments Supported Skills deal 12% more Attack Damage for each Elemental Ailment on Enemies they HitPlace into a Skill's Support Gem socket in the Skills Panel to apply its effects to that Skill. You cannot have multiple Support Gems of the same Category socketed within one Skill. | 5 | ![]() | ![]() | ![]() |
Version history
Version | Changes |
---|---|
0.2.0e |
|
0.2.0 |
|
0.1.0 |
|