Impale: Difference between revisions

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{{for|the support gem|Impale (support gem)}}
{{for|the support gem|Impale (support gem)}}
{{Tooltip info
{{Keyword infobox|Impale}}
| name                  = Impale
| description            = Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude.
 
Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the stored damage of the Impale is added to the Pre-mitigation damage of that attack hit.
 
A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack Hits 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''' 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.



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.

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:

GemTierGem requires strengthGem requires dexterityGem requires intelligence
His Vile IntrusionHis Vile IntrusionSpell, AoE, Physical, Duration
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 Magnitude
Skills can be managed in the Skills Panel.
0NoNoYes
BonestormBonestormSpell, AoE, Projectile, Sustained, Physical, Channelling
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 Speed
Skills can be managed in the Skills Panel.
5NoNoYes

Persistent skills

GemTierGem requires strengthGem requires dexterityGem requires intelligence

Support gems

GemTierGem requires strengthGem requires dexterityGem requires intelligence
Crystalline ShardsCrystalline ShardsSupport
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 Impale
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
ImpaleImpaleSupport, Attack, Physical
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 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.
4NoYesNo

Related unique Items

ItemBase itemItem classRequired levelStats
DreadfistDreadfist
Bolstered Mitts
Armour: 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 damage
What is worse, the sting of the past, the pain of the present, or the fear of the future?
Bolstered MittsGloves27(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
0.2.0g
  • Impale inflicted on players now lasts 4 seconds (previously never expired). Impale inflicted on non-players is not affected by this change.
0.2.0
  • Introduced to the game.