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'''Ailments''' are a type of [[debuff]] associated and applied by one or more [[damage type]]s. Ailments normally distinguish themselves from other debuffs by being applied by [[hit]]s, 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]].
{{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.


[[Freeze]], [[ignite]], and [[shock]] are the default ailments of [[cold]], [[fire]], and [[lightning]] damage respectively. Critical strikes do not inherently always apply ailments, but they do indirectly affect the chance to apply ailments due to critical damage bonus affecting the damage dealt.
==List of ailments==
==List of ailments==
[[Ignite]], [[chill]], [[freeze]], [[shock]] and [[electrocute]] are referred to as elemental ailments because they are associated with [[elemental damage]] types. [[Bleeding]] and [[poison]] are non-elemental ailments.
[[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 from [[attack]]s. Bleeding enemies take physical damage over time, at 70% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 140% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds.
| 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 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's action speed to drop to 0, effectively immobilizing a target.
| style="text-align: left;" |[[Electrocute]] causes the affected target's action speed to drop to 0, effectively immobilizing a target.
Line 62: Line 85:
|}
|}


===Damaging ailments===
{{c|mod|Damaging Ailments}} are ailments that deal [[damage over time]]. [[Bleeding]], [[poison]], and [[ignite]] are damaging ailments. The remaining ailments, [[Chill]], [[freeze]], [[shock]] and [[Electrocute]] are {{c|mod|non-Damaging Ailment}}s.


==Mechanics==
==Related skills==
Ailments area family of common [[debuff]]s associated with specific damage types. Modifiers to [[skill effect duration]] affect the duration of debuffs applied by skills, but not the duration of ailments.
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%")
}}


There is no limit on the number of different ailments a target can have at any given time.
===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%")
}}


===Application by damaging hits===
==Related support gems==
Ailments are typically applied by [[hit]]s comprised of their associated [[damage type]]s.
{{Skill table
 
|where = items.class_id IN ("Support Skill Gem")
Each ailment is associated with one or more damage types. A damaging hit can inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage can inflict bleed, poison and ignite. (However, each ailment's damage/non-damaging effect magnitude is based on only the damage value of the damage types that inflicted it.) Bleed has an additional restriction: It can only be applied by [[attack]]s.
  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"
A damaging hit also carries a "chance to inflict" each ailment. This roll must be met after the hit is determined to have the correct damage type to inflict the ailment. By default:
}}
* Hits have 100% chance to inflict {{stl|Chill}}.
* Hits have 1% chance to inflict {{stl|Ignite}} and {{stl|Shock}} per 4% of enemy Ailment Threshold. Critical Strikes does not apply ailments inherently, but hits with critical strikes deal more damage, resulting in larger chance to apply these ailments.
* The base chance to inflict all other ailments is 0%. This can be increased by many [[passive skill]]s and equipment [[modifier]]s. Some [[active skill|skill]] and [[support gem]]s include modifiers that grant additional chance to inflict certain ailments.
 
Enemies which take no damage (in general, from the hit damage, or from the damage types that can inflict the ailment) cannot have ailments inflicted upon them from hits. For example [[Chaos Inoculation]] will prevent application of poison via chaos damage, but will still allow being poisoned by physical damage.
 
Targets may also have immunity or a chance to [[avoid]] certain ailments. These are multiplicative with the player's chance to inflict ailments on the target; 100% Avoidance and Immunity will take priority over sources of {{c|mod|Always inflict <Ailment>}}.
 
To summarize, an ailment is applied to the target if:
* The hit damage taken consists of damage types that have the potential to inflict the ailment
* The chance to inflict the ailment is successful
* The ailment's effect and/or duration are calculated to be at least the minimum allowed for that ailment type
* The target fails to avoid the ailment
* The target is not immune to the ailment
* Any other conditions are met
 
===Application by other means===
 
===Non-damaging ailments and ailment threshold===
Non-damaging ailments have the magnitude of their effect (or their duration, in the case of [[freeze]]) calculated based on the hit's damage divided by the enemy's ailment threshold. The exact formula is not known yet.
 
Each non-damaging ailment type also has a minimum and maximum effect: an ailment that would fall below the minimum effect is discarded and not applied, while an ailment that would exceed the maximum effect is capped at that value.
 
The magnitude (or effect) of an ailment is dependent on the damage the enemy takes from the hit, not the base damage of the hit. Sources of increased non-damaging ailment effect will reduce the threshold to apply a certain magnitude of an ailment, but cannot exceed the capped effect.
 
Non-damaging ailments that are applied by non-damaging means will use these default magnitudes unless otherwise stated (this can be verified by viewing the detailed modifier tooltip):
* [[Chill]] - N/A, slow depends on rarity of enemy and number of players in the area beyond the first
* [[Shock]] - 20% increased damage taken
* [[Electrocute]] - interrupts the target's actions and prevent them performing any action for 5 seconds
 
===Damage with ailments===
Ignite, bleed and poison are damaging ailments. A damaging ailment deals [[damage over time]] based on the skill's base damage that inflicts the ailment. Only the damage types that can 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 can potentially inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.
 
Damage with hits and damage with ailments are calculated separately and have different modifiers (TBC):
* 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 affect 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. [[Resistance]]s apply to damage of the corresponding types dealt by ailments.
 
====Critical strikes====
 
===Ailment defences===
 
==Skill gems==
List of gems containing the phrase "ailment":
 
===Active gems===
{{Skill gem table
|q_tables=skill_gems
|q_join=items._pageID=skill_gems._pageID
|q_where=
    items.class_id="Active Skill Gem"  
AND (skill_gems.gem_description LIKE "%ailment%")
|str=yes
|dex=yes
|int=yes
}}<section end="active_skill_gems" />
 
===Support gems===
<section begin="support_skill_gems" />
{{Skill gem table
|q_tables=skill_gems
|q_join=items._pageID=skill_gems._pageID
|q_where=
    items.class_id="Support Skill Gem"  
AND (skill_gems.gem_description LIKE "%ailment%")
|str=yes
|dex=yes
|int=yes
}}<section end="support_skill_gems" />


==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
* Introduced to the game
}}
}}
{{Version history table end}}
{{Version history table end}}
==References==


[[Category:Ailments| ]]
[[Category:Ailments| ]]
{{sister|poewiki}}

Latest revision as of 15:12, 12 September 2025

Ailments
Tooltip
Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.
Damage Contributing to Ailments
Tooltip
By default, specific Ailments are calculated based on only specific damage types, such as only the Fire damage of a Hit mattering when inflicting Ignite.

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. No Yes
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. No Yes
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. Yes Yes
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. Yes No
Freeze

Cold Freeze prevents the affected target to move or act for a duration. The base duration is 4 seconds. Yes No
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. Yes No
Electrocute

Lightning Electrocute causes the affected target's action speed to drop to 0, effectively immobilizing a target. Yes No


Related skills

The following skills are related to multiple ailments or ailments in general:

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Inevitable AgonyInevitable AgonySpell, AoE, Duration, Curse
Level: (1-20)
Cost: (41-178) Mana
Cast Time: 0.70 sec
Curse 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 delay
Skills can be managed in the Skills Panel.
0NoNoNo
Pinnacle of PowerPinnacle of PowerSpell, Buff, Lightning, Cold, Fire, Duration, Conditional
Level: 1
Cost: 93 Mana
Cooldown Time: 4.00 sec
Can Store 1 Use(s)
Cast Time: Instant
Consume 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 Consumed
Skills can be managed in the Skills Panel.
0NoNoNo
Unbound AvatarUnbound AvatarBuff, Lightning, Cold, Fire, Duration, Conditional
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) seconds
Skills can be managed in the Skills Panel.
0NoNoNo
Living BombLiving BombSpell, AoE, Fire, Duration, Remnant
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 Magnitude
Skills can be managed in the Skills Panel.
3NoNoYes
Tempest BellTempest BellAttack, AoE, Melee, Sustained, Duration, Nova, Conditional
Tier: 3
Level: 1
Build 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) Hits
Place into a Skill Gem socket to gain this skill. These are found in the Skill Gems panel.
3YesYesNo
Elemental SunderingElemental SunderingAttack, AoE, Melee, Lightning, Cold, Fire, Nova, Payoff
Tier: 11
Level: (1-20)
Cost: (7-53) Mana
Attack Speed: 55% of base
Plunge 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 radius
Skills can be managed in the Skills Panel.
11NoYesNo
Shockburst RoundsShockburst RoundsAttack, AoE, Ammunition, Projectile, Lightning, Payoff
Tier: 11
Level: 1
Attack Speed: 450% of base
Loads 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.
11YesYesNo
Shockchain ArrowShockchain ArrowBarrageable, Attack, AoE, Projectile, Lightning, Chaining, Payoff
Tier: 11
Level: 1
Fire 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.
11YesYesNo

Persistent skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Thundergod's WrathThundergod's WrathBuff, Persistent, Trigger, Lightning, Meta
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 gained
Place 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.
0YesNoYes
Mana RemnantsMana RemnantsBuff, Persistent, Remnant
Tier: 4
Level: (1-20)
Reservation: 30 Spirit
Conjure 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) Mana
Skills can be managed in the Skills Panel.
4NoNoYes
Elemental InvocationElemental InvocationBuff, Persistent, Trigger, Lightning, Cold, Fire, Meta
Tier: 8
Level: (1-20)
Reservation: 60 spirit
While 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 500
Place 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.
8NoYesYes
Overwhelming PresenceOverwhelming PresenceBuff, Persistent, Aura
Tier: 8
Level: (1-20)
Reservation: 30 Spirit
While 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 Magnitudes
Skills can be managed in the Skills Panel.
8YesNoNo
Time of NeedTime of NeedBuff, Persistent, Duration
Tier: 8
Level: (1-20)
Reservation: 30 Spirit
While 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 Ailments
Skills can be managed in the Skills Panel.
8YesNoYes
Cast on CriticalCast on CriticalBuff, Persistent, Trigger, Meta
Tier: 14
Level: (1-20)
Reservation: 100 spirit
While 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 Energy
Place 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.
14NoNoYes
Dread BannerDread BannerBanner, Buff, Persistent, AoE, Aura, Duration
Tier: 14
Level: (1-20)
Reservation: 30 Spirit
While 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 Aura
Skills can be managed in the Skills Panel.
14YesYesNo

Related support gems

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Withering TouchWithering TouchSupport, Chaos, Duration
Category: Withering Touch
Tier: 1
Support 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 damage
Place 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.
1NoNoYes
CommiserateCommiserateSupport
Category: Commiserate
Tier: 2
Support 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 it
Place 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.
2NoYesNo
DeathmarchDeathmarchSupport, Minion, Persistent
Category: Deathmarch
Tier: 2
Support 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.
2NoNoYes
Drain AilmentsDrain AilmentsSupport, Spell
Category: Drain Ailments
Tier: 3
Support 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.
3NoNoYes
Elemental DischargeElemental DischargeSupport, Spell, AoE, Trigger, Lightning, Cold, Fire, Payoff
Tier: 3
Support 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 metres
Place 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.
3NoNoYes
Elemental FocusElemental FocusSupport
Category: Elemental Focus
Tier: 3
Support 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 Ailments
Place 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.
3NoNoYes
ExecrateExecrateSupport
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 seconds
Place 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.
3NoNoYes
Steadfast IISteadfast IISupport, Channelling
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 Skills
Place 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.
3YesNoNo
Elemental Armament IIIElemental Armament IIISupport, Attack
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 Hit
Place 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.
5YesNoNo

Version history

Version Changes
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.
0.2.0
  • Player base Ailment Threshold is now half of Maximum Life (previously all of Maximum Life).
0.1.0
  • Introduced to the game