Mechanic
Damage Conversion
Damage Conversion changes part or all of one Hit damage type into another. In Path of Exile 2, the converted portion uses only its new damage type for scaling, mitigation, and default ailment contribution. It no longer keeps the old damage type.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 Damage Conversion does
Current rulesRead conversion in two stages. A Skill's inherent conversion happens first. Conversion from supports, items, buffs, and passives then applies to the damage produced by that first stage. There is no fixed conversion direction in Path of Exile 2. If one stage tries to convert more than 100% of a damage type, its competing conversions are reduced proportionally to total 100%. Damage over Time cannot be converted.
- The old damage type is removed
- If 50 of 100 Physical Hit damage is converted to Cold, the result before damage modifiers is 50 Physical and 50 Cold. The Cold portion scales with applicable Cold modifiers, not Physical modifiers. It is mitigated as Cold damage and contributes to Cold-specific effects rather than Physical-specific effects.
- Skill conversion happens first
- Conversion inherent to the Skill is stage one. Conversion from supports, items, buffs, and passive skills is stage two and can convert damage created by stage one. A Skill that converts 60% of 100 Physical damage to Lightning produces 60 Lightning and 40 Physical before a Call of the Brotherhood converts that 60 Lightning to Cold.
- Path of Exile 2 has no fixed conversion direction
- Damage can convert from any damage type to another damage type. Fire can convert to Lightning, Cold can convert to Lightning, and Elemental damage can convert to Chaos. Do not apply Path of Exile 1's one-way conversion order to Path of Exile 2.
- One stage cannot convert more than 100%
- When competing conversions in the same stage total more than 100% of one source type, they are normalized proportionally. A 100% Cold conversion plus a 50% Fire conversion becomes roughly 67% Cold and 33% Fire, not 150% total converted damage.
- The same type is not a conversion destination
- A source type cannot convert to itself. This matters for broad wording such as Elemental Damage Converted to Cold, Fire, and Lightning. Painter's Servant does not convert existing Cold damage to Cold, so only its Fire and Lightning destinations compete for that Cold source damage.
- Does Gain as Extra remove the original damage?
- Gain a percentage of Damage as Extra Cold creates additional Cold damage without removing the source damage. In Path of Exile 2, that added portion scales with its new Cold type rather than retaining the source type. Regular conversion replaces the converted portion; Gain as Extra does not.
- Damage over Time cannot be converted
- Conversion and Gain as Extra apply to Hit damage, not Damage over Time. A special rule can change what damage type an ailment deals, as Blackflame Covenant does for Ignite, but that is an explicit exception rather than ordinary conversion of an existing Damage over Time effect.
- The final type controls default ailment contribution
- By default, converted Fire damage that becomes Lightning contributes to Shock rather than Ignite. Explicit modifiers can override this relationship. Voltaxic Rift lets Chaos Hit damage contribute to Shock, while Blackflame Covenant gives converted Chaos damage from Fire Spells special Flammability and Ignite behavior.
- Damage taken as is a different mechanic
- Damage Conversion changes damage dealt before the target receives it. Damage taken as changes the type while damage is being received. Damage taken from Mana before Life changes where damage is paid. Cost conversion, requirement conversion, and defence conversion are separate systems too.
Worked conversions and current sources
9 casesA Skill converts 60% of 100 Physical damage to Lightning in stage one. Call of the Brotherhood then converts all 60 Lightning to Cold in stage two. The result is 40 Physical and 60 Cold.
Related: Call of the Brotherhood, Physical, Lightning, ColdExplosive Grenade converts 80% of Physical damage to Fire. Lunar Assault converts 80% of Physical damage to Cold. Flame Breath converts 100% of Physical damage to Fire before its conditional extra Lightning damage.
Related: Explosive Grenade, Lunar Assault, Flame BreathCall of the Brotherhood converts Lightning to Cold. Whisper of the Brotherhood converts Cold to Lightning. Blueflame Bracers converts Fire to Cold. Voltaxic Rift converts Lightning to Chaos and separately lets Chaos Hits contribute to Shock.
Related: Call of the Brotherhood, Whisper of the Brotherhood, Blueflame Bracers, Voltaxic RiftOriginal Sin converts 100% of Elemental Damage to Chaos Damage. The converted portion scales as Chaos, is checked against Chaos Resistance, and does not retain Fire, Cold, or Lightning scaling.
Related: Original Sin, Elemental, ChaosPainter's Servant converts Elemental damage toward Cold, Fire, and Lightning and also grants separate Gain as Extra values for all three. A source cannot convert to its own type, and competing valid destinations are normalized if their total exceeds 100%.
Related: Painter's Servant, Elemental, GainAvatar of Fire converts 75% of Damage to Fire and prevents the character from dealing non-Fire damage. Skill-inherent conversion occurs before this keystone's second-stage conversion.
Related: Avatar of FireBlackflame Covenant makes Fire Spells convert all Fire damage to Chaos. It explicitly lets that Chaos damage contribute to Flammability and Ignite Magnitudes and makes Ignite from those Fire Spells deal Chaos damage.
Related: Blackflame CovenantMana costs converted to Life costs, requirements converted between Attributes, damage taken from Mana before Life, and defences converted into another defence do not change the damage type of your Hits.
Related: Damage and receiving rules, Hit damage, AttributesLimits and exceptions
7 rules- Do not use Path of Exile 1's fixed conversion order. Path of Exile 2 permits conversion in any direction.
- Converted damage does not keep its old type for damage scaling.
- Skill-inherent conversion and all other conversion are separate stages, so their percentages are not simply added together.
- Competing conversions are normalized only when conversions from the same stage and source type exceed 100%.
- Gain as Extra adds a new portion and does not remove the original damage.
- Damage over Time cannot be converted or benefit from Gain as Extra.
- A modifier that changes cost, requirements, defences, damage taken type, or where damage is paid is not outgoing Damage Conversion.



















