An ailment is a detrimental effect associated with one or more damage types.
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 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.
|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.