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 status 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 elemental 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 16Summons 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
(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.
Ailments that deal damage over time (ignite, bleed, poison) deal damage based on the base damage of the hit, resulting in separate calculations for hit damage and ailment damage.
Ailment damage is a separate modifier from attack and spell damage. Damage modifiers that apply to attacks or spells do not apply to ailments even if it was applied from an attack or spell. However, general damage modifiers will apply to ailments if the damage modifier type matches it. For example, "+x% increased Physical Damage" will apply to bleed, but "+x% increased Attack Physical Damage" will not under any circumstances.
Ailments also have a separate critical strike multiplier from hits. The base multiplier to ailment damage from critical strikes is 150%, and increases to critical strike multiplier will not also increase the damage of ailments. Currently, the only way to increase the critical strike multiplier of ailments is the Perfect Agony keystone.
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|| |
||Ngamahu, Flame's Advance|| |
||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.