An ailment is a detrimental effect associated with one or more damage types.
- 1 List of ailments
- 2 Mechanics
- 3 Passive skills
- 3.1 Ailment damage with melee weapons
- 3.2 Ailment damage with one-handed weapons
- 3.3 Ailment damage with two-handed weapons
- 3.4 Ailment damage while dual wielding
- 3.5 Ailment damage while wielding an axe
- 3.6 Ailment damage while wielding a mace
- 3.7 Ailment damage while wielding a sword
- 3.8 Ailment damage while wielding a dagger
- 3.9 Ailment damage while wielding a claw
- 3.10 Ailment damage while wielding a shield
- 3.11 Ailment damage while wielding a bow
- 3.12 Increased elemental ailment duration
- 3.13 Increased non-damaging ailment effect
- 3.14 Chance to avoid elemental ailments
- 3.15 Miscellaney
- 4 Achievements
- 5 Version history
- 6 References
List of ailments
|Bleed||Physical||Bleed causes the affected target to take physical damage over time. The amount of damage is greater while the target is moving. Bleed can only be inflicted by physical damage from attacks.|
|Poison||Physical and chaos||Poison causes the affected target to take chaos damage over time. Poison can stack multiple times on a single target.|
|Ignite||Fire||Ignite causes the affected target to burn, taking fire damage over time.|
|Chill||Cold||Chill slows all actions of the affected target. Cold damage always inflicts chill.|
|Freeze||Cold||Freeze prevents the affected target from taking actions.|
|Shock||Lightning||Shock causes the affected target to take increased damage from all sources.|
Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.
There is no limit on the number of different ailments a target can have at any given time.
Application by damage
Ailments can be applied by hits of damage.
Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.
The damage type associations for ailments may be changed by certain effects. As an example, The Three DragonsThe Three Dragons
Golden MaskQuality: +20%
Energy Shield: 22Requires Level 35, 40 Dex, 40 Int+(26-30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock"The ice seared his naked feet
As the lightning stilled his heart,
But it was the flames upon his lover's face
That roused him to vengeance."
- From 'The Three Dragons' by Victario of Sarn changes which damage types have the potential to inflict elemental ailments.
A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill. Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from passive skills and equipment.
Targets may also have immunity or a chance to avoid certain ailments.
To summarize, an ailment is applied to the target if:
- The hit of damage consists of damage types that have the potential to inflict the ailment
- The chance to inflict the ailment is successful
- The target fails to avoid the ailment
- The target is not immune to the ailment
- Any other conditions are met
Application by other means
Ailments can be applied in ways other than direct hits of damage.
- Elemental proliferation causes elemental ailments to spread to other targets within a radius.
- Certain ground effects apply ailments.
- Slaying a poisoned enemy with Bino's Kitchen KnifeBino's Kitchen Knife
Physical Damage: (72 to 84)–(247.2 to 271.2)
Critical Strike Chance: (8.82% to 9.45%)
Attacks per Second: 1.40
Weapon Range: 8Requires Level 65, 81 Dex, 117 Int30% increased Global Critical Strike Chance30% increased Damage over Time
Adds (50-60) to (120-140) Physical Damage
(40-50)% increased Critical Strike Chance
+(15-25)% to Global Critical Strike Multiplier
+(8-12)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned
and nearby Allies Regenerate 200 Life per secondCalling it poison would imply
that it was even edible. equipped spreads poison to other targets within a radius.
- Arctic ArmourArctic ArmourSpell, Duration, Cold
Mana Reserved: 25%
Can store 1 use(s)
Cooldown Time: 0.50 sec
Cast Time: 0.50 secRequires Level 16Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.Per 1% Quality:
1% increased Skill Effect DurationChill Enemy for 0.5 seconds when Hit, slowing them by 30%
(8-13)% less Physical Damage taken when Hit
(8-12)% less Fire Damage taken when Hit
Base duration is (2.5-4.4) secondsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. chills enemies when hit.
- A strongbox with the "Incandescent" prefix ignites the character that activates it.
Damage with ailments
Ignite, bleed and poison are damaging ailments. A damaging ailment deals damage over time based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.
Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, burning damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.
The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.
These passive skills are related to ailments.
Ailment damage with melee weapons
These passive skills grant increased ailment damage while wielding melee weapons.
|Melee Damage|| |
|Melee Damage while Fortified|| |
|Weapon Elemental Damage, Status Ailment Chance|| |
|Claw, Dagger and Sword Damage|| |
|Deadly Dilettante|| |
|Staff and Mace Damage|| |
|By The Blade|| |
Ailment damage with one-handed weapons
These passive skills grant increased ailment damage while wielding one-handed weapons.
|Name||BonusesOne Handed Attack Speed and Ailment Damage|
|One Handed Melee Damage|| |
|Sleight of Hand|| |
|Strong Arm|| |
|Studious Combatant|| |
Ailment damage with two-handed weapons
These passive skills grant increased ailment damage while wielding a two-handed weapon.
|Two Handed Melee Damage|| |
|Two Handed Melee Damage and Accuracy|| |
|Two Handed Melee Damage and Attack Speed|| |
|Martial Experience|| |
|Wrecking Ball|| |
Ailment damage while dual wielding
These passive skills grant increased ailment damage while dual wielding.
|Dual Wield Damage|| |
|Dual Wield Damage and Attack Speed|| |
|Dual Wield Damage and Block|| |
|Aspect of the Panther|| |
|Blade Barrier|| |
Ailment damage while wielding an axe
These passive skills grant increased ailment damage from attack skills while wielding an axe.
|Axe Damage|| |
|Axe Damage and Attack Speed|| |
|Axe Damage and Life Leech|| |
|Axe Damage and Life Leech Rate|| |
|Axe and Sword Damage|| |
|Hatchet Master|| |
|Splitting Strikes|| |
Ailment damage while wielding a mace
These passive skills grant increased ailment damage with attack skills while wielding a mace.
|Mace Damage|| |
|Mace Damage and Attack Speed|| |
|Mace Damage and Reduced Enemy Stun Threshold|| |
|Bone Breaker|| |
|Bloody Bludgeon|| |
|Skull Cracking|| |
Ailment damage while wielding a sword
These passive skills grant increased ailment damage with attack skills while wielding a sword.
|Axe and Sword Damage|| |
|Sword Damage|| |
|Sword Damage and Attack Speed|| |
|Blade Master|| |
|Blade of Cunning|| |
|Brutal Blade|| |
|Fatal Blade|| |
|Razor's Edge|| |
Ailment damage while wielding a dagger
These passive skills grant increased ailment damage with attack skills while wielding a dagger.
|Dagger Damage|| |
|Dagger Damage and Attack Speed|| |
|Dagger Damage and Critical Strike Chance|| |
|Dagger Damage and Critical Strike Multiplier|| |
|From the Shadows|| |
Ailment damage while wielding a claw
These passive skills grant increased ailment damage with attack skills while wielding a claw.
|Claw Damage|| |
|Claw Damage and Attack Speed|| |
|Claw Damage and Critical Strike Chance|| |
|Claw Damage and Poison Chance|| |
|Claws of the Falcon|| |
|Claws of the Magpie|| |
|Claws of the Pride|| |
|Poisonous Fangs|| |
|Soul Raker|| |
Ailment damage while wielding a shield
These passive skills grant increased ailment damage from attack skills while wielding a shield.
|Name||BonusesBlock Chance and Attack Speed with Shield|
|Block Chance and Melee Damage with Shield|| |
|Physical Attack Damage with Shield|| |
|Melee Damage with Shield|| |
|Precise Interception|| |
Ailment damage while wielding a bow
These passive skills grant increased ailment damage with attack skills while wielding a bow.
|Bow Damage|| |
|Bow Damage and Accuracy|| |
|Bow Damage and Attack Speed|| |
|Bow Damage and Chance to Poison|| |
|Bow Damage and Critical Strike Chance|| |
|Bow Damage and Movement Speed|| |
|Aspect of the Eagle|| |
|Avatar of the Hunt|| |
|Deadly Draw|| |
|Heavy Draw|| |
|Master Fletcher|| |
Increased elemental ailment duration
These passive skills increase the duration of elemental ailments.
|Elemental Focus|| |
Increased non-damaging ailment effect
These passive skills increase the effects of non-damaging ailments.
|Celestial Punishment|| |
|Elemental Focus|| |
||Beacon of Ruin|| |
Chance to avoid elemental ailments
These passive skills grant a chance to avoid receiving an elemental ailment.
|Avoid Status Ailments|| |
|Thick Skin|| |
|Crystal Skin|| |
These passive skills are related to ailments, but do not fit into any other category.
|Perfect Agony|| |
||Avatar of the Veil|| |
||Blood in the Eyes|| |
||Born in the Shadows|| |
||First to Strike, Last to Fall|| |
||Gratuitous Violence|| |
||Master Alchemist|| |
||Pious Path|| |
||Righteous Providence|| |
||Time of Need|| |
||Veteran Bowyer|| |
grant 100% increased Flask Charges
||Worthy Foe|| |
|Elemental Trinity||Slay an enemy that is simultaneously Ignited, Shocked, and Frozen.|
- Rory (May 3, 2017). "Damage Over Time Changes - Part 2". Official Path of Exile Forums. Retrieved August 6, 2017.
- Bex_GGG (August 2, 2017). "Path of Exile 3.0.0: The Fall of Oriath Patch Notes". Official Path of Exile Forums. Retrieved August 6, 2017.
- Rory (April 27, 2017). "Damage Over Time Changes - Part 1". Official Path of Exile Forums. Retrieved December 26, 2017.