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{{for|the support gem|Impale (support gem)}} | {{for|the support gem|Impale (support gem)}} | ||
{{ | {{Keyword infobox|Impale}} | ||
| | '''Impale''' is a [[debuff]] which stores a portion of the [[physical damage]] of the [[hit]] that applied it. Hitting the afflicted target with an [[attack]] will extract the Impale, adding the stored damage from the debuff to that hit. Impale can stack, but each hit will only extract the Impale with the highest amount of damage stored. | ||
Impale last 4 seconds on players and indefinitely on non-player targets. | |||
==Related skills== | |||
The following skills are related to Impale: | |||
{{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 "%impale%" | |||
}} | }} | ||
===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 "%impale%" | |||
}} | |||
== | ==Support gems== | ||
{{ | {{Skill table | ||
|where= | |where = items.class_id IN ("Support Skill Gem") | ||
AND items.stat_text LIKE "%impale%" | |||
}} | }} | ||
== | ==Related unique Items== | ||
{{Drop enabled unique item table | {{Drop enabled unique item table | ||
|where= items.stat_text LIKE "%impale%" | |where= items.stat_text LIKE "%impale%" |
Latest revision as of 13:28, 10 October 2025
For the support gem, see Impale (support gem).
Impale
Tooltip
Impale is a DebuffDebuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. inflicted by Hits,Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. which stores 30% of the Pre-mitigationYour Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage. PhysicalPhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. Hit damageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. of the Impaling hit as its Magnitude.The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Subsequent AttackAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. HitsAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. against Impaled targets will Extract the Impale debuff. When this occurs, the MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of the Impale is added to the Pre-mitigationYour Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage. PhysicalPhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. damage of that attack hit.
A maximum of 60 Impale DebuffsDebuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. can be present on a target at once. If multiple Impales are present on a target, each Attack'sAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. HitAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. only Extracts and benefits from the strongest one of them.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. inflicted by Hits,Any damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. which stores 30% of the Pre-mitigationYour Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage. PhysicalPhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. Hit damageAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. of the Impaling hit as its Magnitude.The Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target.
Subsequent AttackAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. HitsAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. against Impaled targets will Extract the Impale debuff. When this occurs, the MagnitudeThe Magnitudes of a Buff or Debuff are the values of the stats it applies to the target. A Buff or Debuff with higher magnitudes is more powerful.
Modifiers to the Magnitude of Buffs or Debuffs come from whoever applies it and are multiplicative with modifiers to the Effect the Buff or Debuff has on the target. of the Impale is added to the Pre-mitigationYour Pre-mitigation Damage is the damage of your hits after all your modifiers to damage have been applied, but before the target's mitigation, such as Armour, Resistances or Blocking, prevents any of that damage.
The target's modifiers to Damage taken apply after their mitigation, so Pre-mitigation Damage also does not include the effects of those modifiers. However, modifiers that cause the target to take damage as a different Type occur before mitigating the damage, so are included in Pre-mitigation Damage. PhysicalPhysical damage is one of the five Damage Types. It is the most common and the only one reduced by Armour, rather than by a Resistance.
Most physical damage comes from Weapon Attacks, but some Spells and other skills deal physical damage as well. Physical damage over time can be inflicted with Bleeding. damage of that attack hit.
A maximum of 60 Impale DebuffsDebuffs are negative effects that deal damage or penalise an entity's stats, either for a set duration or when a condition is met.
Unless otherwise stated, Debuffs of the same type do not stack — only the copy with the strongest effect applies. can be present on a target at once. If multiple Impales are present on a target, each Attack'sAttacks are skills that directly use your equipped weapon to damage enemies. Spells are not Attacks.
The base damage, attack speed and critical hit chance of an attack are determined using your weapon's stats unless a skill says otherwise.
Attacks do not necessarily deal Physical damage — they can deal any damage type. HitAny damage that isn't damage over time is Hit damage.
Damaging Ailments which result from a Hit will calculate their damage from that Hit, and will not subsequently have Damage modifiers applied directly to them. As a result of this, raising Hit Damage will result in more powerful Damaging Ailments innately. only Extracts and benefits from the strongest one of them.
Impale is a debuff which stores a portion of the physical damage of the hit that applied it. Hitting the afflicted target with an attack will extract the Impale, adding the stored damage from the debuff to that hit. Impale can stack, but each hit will only extract the Impale with the highest amount of damage stored.
Impale last 4 seconds on players and indefinitely on non-player targets.
Related skills
The following skills are related to Impale:
Gem | Tier | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() Level: (1-20) Cost: (8-83) Mana Cast Time: 0.50 sec Critical Strike Chance: 15.00%Teleport inside the target's body, causing it to violently explode. Highlights enemies that can be Culled, and can only be used on these enemies. The target is destroyed, and the explosion deals Physical Damage to surrounding enemies and inflicts Impale.Deals (13-435) to (19-652) Physical Damage (2-40)% increased Impale Magnitude Explosion radius is 4 metres Inflicts an additional Impale Additional Effects From 1-20% Quality: (0.5-10)% increased Impale MagnitudeSkills can be managed in the Skills Panel. ![]() | 0 | ![]() | ![]() | ![]() |
![]() Tier: 5 Level: (1-20) Cost: (5-60) Mana per second Cast Time: 0.12 sec Critical Strike Chance: 15.00%Channel to conjure a swarm of bone spikes in the air, then release to fire them at enemies and explode. Shrapnel Impales enemies Hit, causing subsequent Attack Hits against those targets to deal extra damage. Consumes your Power Charges to cause much larger explosions.Deals (4-116) to (7-175) Physical Damage 200% more Impale Magnitude Impale on Spell Hit Modifers to cast speed also affect this skill's cost Can fire up to 20 Projectiles Additional Effects From 1-20% Quality: (0.5-10)% more Cast SpeedSkills can be managed in the Skills Panel. ![]() | 5 | ![]() | ![]() | ![]() |
Persistent skills
Gem | Tier | ![]() | ![]() | ![]() |
---|
Support gems
Gem | Tier | ![]() | ![]() | ![]() |
---|---|---|---|---|
![]() Category: Crystalline Shards Tier: 1 Cost & Reservation Multiplier: 120%Support Requirements: +5 IntSupports Skills which create Ice Crystals. Damaging Explosions caused by Ice Crystals from Supported Skills will Impale Enemies.Supported Skills cannot Extract Impale Ice Crystals created by Supported Skills can Impale with Cold Damage as though it was Physical Ice Crystals created by Supported Skills have 100% chance to ImpalePlace 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: Impale Tier: 4 Cost & Reservation Multiplier: 120%Support Requirements: +5 DexSupports Attacks, causing them to Impale on Hit but making them unable to Extract Impale themselves.Supported Skills cannot Extract Impale Supported Skills Impale Enemies on 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. | 4 | ![]() | ![]() | ![]() |
Related unique Items
Item | Base item | Item class | ![]() | Stats |
---|---|---|---|---|
Dreadfist![]() Bolstered MittsArmour: 58Requires Level 27, 44 Str(60-100)% increased Armour (20-30)% increased Critical Damage Bonus Critical Hits inflict Impale Critical Hits cannot Extract Impale (20-31) to (31-49) Physical Thorns damageWhat is worse, the sting of the past, the pain of the present, or the fear of the future? | Bolstered Mitts | Gloves | 27 | (60-100)% increased Armour (20-30)% increased Critical Damage Bonus Critical Hits inflict Impale Critical Hits cannot Extract Impale (20-31) to (31-49) Physical Thorns damage |
Version history
Version | Changes |
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0.2.0g |
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0.2.0 |
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