Mechanic
Spreading Ailments
Spreading 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.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 Spreading Ailments does
Current rulesWhen an effect spreads an Ailment, it inflicts a new Ailment of the same type on another target and keeps the original source. The new Ailment can spread again, but it cannot return to a target already visited in that spread chain. The entity that originally inflicted the Ailment can never be a spread origin or destination.
- Spread creates a new matching Ailment
- The destination receives a new Ailment matching the type that spread. This is not the original Debuff moving from one target to another.
- The source remains the same
- The new matching Ailment is attributed to the same source as the original Ailment. A later target spreading it again does not become its original inflicter.
- A target cannot be visited twice
- A newly spread Ailment can continue spreading, but that spread chain can never return to the same target twice. This prevents two nearby targets from passing one Ailment back and forth.
- The original inflicter is excluded
- Ailments cannot spread to or from the entity that originally inflicted them. This restriction applies even if that entity is inside the effect's stated range.
- Range, delay, and trigger come from the source
- The generic Spread definition supplies no universal radius, delay, or trigger. Wildfire and current Ignite-spread items use 1.5 metres and a 1 second stay, while Herald of Plague spreads Poison when a Poisoned enemy is killed.
Current ways Ailments spread
6 casesIgnites you inflict spread to other enemies that stay within 1.5 metres for 1 second. The ring does not make every other Ailment spread.
Related: Cracklecreep, IgniteIgnites you inflict spread using the same 1.5 metre and 1 second stay condition. Its increased Ignite Magnitude is a separate modifier from the Spread rule.
Related: The Searing Touch, Ignite, MagnitudeKilling a Poisoned enemy spreads its Poison to nearby enemies and can also Hinder them. This uses a kill trigger rather than the Ignite proximity delay.
Related: Herald of Plague, PoisonHits from supported Wind Skills against Ignited enemies trigger a fiery explosion. That explosion spreads the initial enemy's Ignite to other enemies hit by it.
Related: Fan The Flames II, Ignite, HitIgniting an enemy with the delayed explosion also applies Ignite to enemies in range. This is a Skill-specific area application and should be read from that Skill rather than treated as the universal Spread trigger.
Related: Phantasmal Arrow, IgniteLimits and exceptions
6 rules- Spreading does not move the original Debuff away from its current target.
- The generic definition does not provide a universal radius, delay, death trigger, or proximity requirement.
- A spread chain cannot visit the same target twice.
- The entity that originally inflicted the Ailment cannot be a spread origin or destination.
- An effect that spreads Ignite does not also spread Poison, Bleeding, or non-damaging Ailments unless its wording says so.
- Check the source effect when exact Magnitude, duration, and trigger timing matter.

