Mechanic
Ailments
Ailments are damage-type-related debuffs: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison. Some deal damage over time, while others impair the target.Catalog version 0.5.4d
No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.
What Ailments does
Current rulesBleeding, Ignite, and Poison are damaging Ailments. Ignite, Chill, Freeze, Shock, and Electrocute are Elemental Ailments; Bleeding and Poison are not elemental.
- Damage and threshold
- For most threshold-based Ailments, chance or buildup is determined from relevant pre-mitigation hit damage compared with the defender's Ailment Threshold. A player's base Elemental Ailment Threshold is half maximum Life.
- Explicit application
- Bleeding and Poison require an explicit chance or other source that applies them; their application chance is not calculated from the normal threshold formula.
- Contributing damage
- When another damage type is allowed to contribute to an Ailment, its damage is added for that Ailment's chance, buildup, or magnitude calculation. Contribution alone does not supply Bleeding or Poison chance.
- Avoidance
- Chance to inflict an Ailment is multiplied against the target's chance to avoid it. At 100% avoidance, that Ailment cannot be inflicted.
Limits and exceptions
3 rules- Not every Ailment uses the same chance, buildup, magnitude, or duration rules.
- Electrocution buildup requires a skill or effect that specifically allows Lightning damage to contribute.
- Bleeding and Poison still require an application source even when additional damage types contribute to magnitude.
Related pages
10 connectionsBleeding is a damaging Ailment that deals Physical damage over time and bypasses Energy Shield. It lasts five seconds by default and requires an explicit chance or effect that can inflict Bleeding.
mechanicPoisonPoison is a damaging Ailment that deals Chaos damage over time and bypasses Energy Shield. It lasts two seconds by default and requires an explicit chance or effect that can inflict Poison.
mechanicIgniteIgnite is a damaging Elemental Ailment that deals Fire damage over time for four seconds by default. A Hit's chance to Ignite comes from the target's total Flammability, including Flammability applied by that same Hit.
mechanicChillChill is a non-damaging Elemental Ailment that slows action speed. Cold Hits can Chill without a separate application chance, but a calculated Chill below 30% Magnitude is discarded.
mechanicFreezeFreeze is a non-damaging Cold Ailment that prevents a target from moving or acting. Cold Hits can Freeze directly or add Freeze Buildup, and reaching 100% Buildup makes the target Frozen.
mechanicShockShock is a non-damaging Lightning Ailment that makes a target take 20% increased damage by default. Lightning Hits gain a chance to Shock based on post-mitigation damage relative to the target's Elemental Ailment Threshold.
While active, emits an Aura that makes enemies in your Presence easier to Stun and inflict Elemental Ailments upon.
+(10-15)% to all Elemental Resistances
Yoke of SufferingUnique | Bloodstone Amulet
RequiresLevel 18+(30-40) to maximum Life+(10-15)% to all Elemental Resistances(15-30)% increased Elemental DamageEnemies take (15-20)% increased Damage for each Elemental Ailment type amongyour Ailments on them(30-40)% reduced Duration of Ignite, Shock and Chill on EnemiesLet the unrepentant be dragged ever downwards by the weight of their sins.Gloves: 30% increased Magnitude of Non-Damaging Ailments you inflict
Thane Grannell's Rune of MasteryNormal | Rune
Stack Size1 / 10Limited to1RequiresLevel 50Gloves: 30% increased Magnitude of Non-Damaging Ailments you inflictGloves: 15% increased Duration of Elemental Ailments on EnemiesRemoves a random modifier and augments a Rare item with a new guaranteed modifier
Prismatic AlloyCurrency | Currency Item
Stack Size1 / 10Removes a random modifier and augments a Rare item with a new guaranteed modifierGloves: Damage Penetrates (9-15)% Elemental ResistancesMartial Weapon: (20-30)% increased Magnitude of Ailments you inflictFocus, Staff or Wand: (40-50)% increased Exposure EffectSceptre: Minions have (40-49)% increased Magnitude of Damaging AilmentsRelated mechanics
25
MechanicBleedingBleeding is a damaging Ailment that deals Physical damage over time and bypasses Energy Shield. It lasts five seconds by default and requires an explicit chance or effect that can inflict Bleeding.
MechanicPoisonPoison is a damaging Ailment that deals Chaos damage over time and bypasses Energy Shield. It lasts two seconds by default and requires an explicit chance or effect that can inflict Poison.
MechanicIgniteIgnite is a damaging Elemental Ailment that deals Fire damage over time for four seconds by default. A Hit's chance to Ignite comes from the target's total Flammability, including Flammability applied by that same Hit.
MechanicChillChill is a non-damaging Elemental Ailment that slows action speed. Cold Hits can Chill without a separate application chance, but a calculated Chill below 30% Magnitude is discarded.
MechanicFreezeFreeze is a non-damaging Cold Ailment that prevents a target from moving or acting. Cold Hits can Freeze directly or add Freeze Buildup, and reaching 100% Buildup makes the target Frozen.
MechanicShockShock is a non-damaging Lightning Ailment that makes a target take 20% increased damage by default. Lightning Hits gain a chance to Shock based on post-mitigation damage relative to the target's Elemental Ailment Threshold.
MechanicElectrocutionElectrocution is a non-damaging Lightning Ailment that interrupts a target and prevents it from performing actions. It lasts five seconds by default, but ordinary Lightning damage cannot build Electrocution without an explicit enabling effect.
MechanicElemental Ailment ThresholdElemental Ailment Threshold is the defensive comparison value used when Elemental Hits try to apply Ignite, Chill, Freeze, Shock, or Electrocution. A higher threshold makes those ailments harder to apply and reduces Freeze and Electrocution Buildup received.
MechanicHitA Hit is an instantaneous damage event. Any damage that is not damage over time is Hit damage, whether it comes from an Attack, a Spell, Thorns, or another effect.
MechanicDamageDamage is classified on three independent axes: source, delivery, and type. A component can come from an Attack, Spell, Thorns, or another source; deal a Hit or damage over time; and deal Physical, Fire, Cold, Lightning, or Chaos damage.
MechanicContributesDamage contribution decides which parts of a Hit are counted for one named Ailment chance, buildup, or Magnitude calculation. It does not convert the Hit or change the damage types it deals.
MechanicMagnitudeMagnitude is the numeric strength of a Buff or Debuff. It changes the values that effect applies, such as damage per second, a Slow percentage, increased damage taken, or Ignite chance.
MechanicSpreading AilmentsSpreading an Ailment creates a new matching Ailment on another target from the same source. Target-history and source restrictions prevent the spread from looping indefinitely.
MechanicAggravated AilmentsAggravated is a persistent state on an individual Bleeding or Ignite Debuff. It makes that Ailment instance deal 100% extra damage until the instance expires.
MechanicElementalElemental Damage is the collective name for Fire, Cold, and Lightning Damage. A modifier to Elemental Damage can scale all three types, but each part is still mitigated by its matching Resistance and keeps its own ailment rules.
MechanicFireFire Damage is one of the five damage types. Fire Hits apply Flammability, which supplies chance to Ignite, while Fire Resistance mitigates Fire Hits and Fire damage over time separately.
MechanicColdCold Damage is one of the five damage types. Cold Hits can Chill and build Freeze, but Chill Magnitude, Freeze Buildup, and Freeze Duration are separate values, and Cold damage from Hits cannot build Heavy Stun.
MechanicLightningLightning Damage is one of the five damage types and one of the three Elemental damage types. Lightning Hits can Shock by default, while Electrocution requires a Skill, item, support, or other effect that explicitly enables Electrocution Buildup.
MechanicChaosChaos is one of the five damage types. Chaos Resistance reduces it, and ordinary Chaos damage removes twice its damage value from Energy Shield instead of bypassing Energy Shield by default.
MechanicPayoffA Payoff skill gains a powerful extra effect when it Hits an enemy affected by a specified Debuff. It often Consumes that Debuff, and it cannot inflict the same Debuff that enables its Payoff effect.
MechanicFire ResistanceFire Resistance reduces Fire damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.
MechanicCold ResistanceCold Resistance reduces Cold damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.
MechanicLightning ResistanceLightning Resistance reduces Lightning damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.
MechanicChaos ResistanceChaos Resistance reduces Chaos damage taken. It is tracked independently from the other damage-type Resistances, has a default maximum of 75%, and can have a different uncapped value from the value currently used for mitigation.
MechanicDebuffsDebuffs are negative effects that deal damage or penalise stats for a duration or while a condition is met.
Guides using this page
1Items and gems using this mechanic
24 connections10% increased Movement Speed
The Infinite PursuitUnique | Bronze Greaves
Armour(148-185)RequiresLevel 16, 23 Str10% increased Movement Speed(100-150)% increased Armour+(80-100) to maximum Life(80-100)% increased Chance to be afflicted by Ailments when Hit25% increased Movement Speed while affected by an AilmentWe move to be closer to her, but the distance yet grows.Uses AilmentAcrimonious(5-15)% increased Magnitude of Ailments you inflict
Uses AilmentAcrimoniousNotable Passive Skills in Radius also grant (3-7)% increased Magnitude of Ailments you inflict
Uses AilmentBleeding(3-7)% chance to inflict Bleeding on Hit
Uses AilmentBleedingSmall Passive Skills in Radius also grant 1% chance to inflict Bleeding on Hit
Uses AilmentBurning(5-15)% increased Ignite Magnitude
Uses AilmentBurningNotable Passive Skills in Radius also grant (3-7)% increased Ignite Magnitude
Uses AilmentHaemorrhagingNotable Passive Skills in Radius also grant (3-7)% increased Magnitude of Bleeding you inflict
Uses AilmentHaemorrhaging(5-15)% increased Magnitude of Bleeding you inflict
Uses AilmentIncise(15-25)% chance for Attack Hits to apply Incision
Uses AilmentInciseSmall Passive Skills in Radius also grant (3-5)% chance for Attack Hits to apply Incision
Uses AilmentJoltingNotable Passive Skills in Radius also grant (5-7)% increased Magnitude of Shock you inflict
Uses AilmentJolting(10-15)% increased Magnitude of Shock you inflict
Uses Ailmentof AilingNotable Passive Skills in Radius also grant (3-7)% increased chance to inflict Ailments
Uses Ailmentof Ailing(5-15)% increased chance to inflict Ailments
Uses Ailmentof Allaying(46-50)% reduced Duration of Bleeding on You
Uses Ailmentof Alleviation(41-45)% reduced Duration of Bleeding on You
Uses Ailmentof Assuaging(51-55)% reduced Duration of Bleeding on You
Uses Ailmentof Bleakness(41-50)% increased Freeze Buildup
Uses Ailmentof Combustion(81-90)% increased Flammability Magnitude
Uses Ailmentof Conflagration(91-100)% increased Flammability Magnitude
Uses Ailmentof Convection(36-40)% reduced Chill Duration on you
Uses Ailmentof Damping(36-40)% reduced Ignite Duration on you
Uses Ailmentof DecrepifyingNotable Passive Skills in Radius also grant Damaging Ailments deal damage (2-3)% faster