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Ailment
Allowing another damage type to contribute to an Ailment means that all damage of the relevant types is summed when performing calculations for that Ailment.
For Ailments that use Hit damage to determine Ailment chance or buildup, this means that the damage type becomes capable of inflicting that Ailment. For Ailments that only use Hit damage to determine Ailment Magnitude (i.e. Bleeding and Poison), you still need a way to apply those Ailments (e.g. a source of Bleeding or Poison chance).
Ailments are a type of debuff associated with specific damage types. Damaging ailments damage over time.
Damaging ailments: bleeding, poison, and ignite.
Non-damaging ailments: chill, freeze, shock and electrocute.
Mechanics
The chance for most ailments to be applied generally depends on the amount of damage dealt before mitigation compared to the defender's ailment threshold value. A player's base ailment threshold is based on half of their maximum life. This scaling is different for monsters; unique monsters with extremely large life pools may have a reduced relative ailment threshold.
Chill will always be applied as long as the damage meets the minimum ailment threshold to not be discarded, though its slow magnitude scales with the ailment threshold formula.
The chance to inflict poison or bleeding is based on a static numerical chance instead rather than being calculated via the ailment threshold formula.
The chance to inflict an ailment is multiplicative against the chance to avoid an ailment. If the defender has 100% chance to avoid an ailment, they cannot be inflicted with that ailment, even by constant ground effects that usually bypass ailment avoidance chance.
List of ailments
Ignite, chill, freeze, shock and electrocute are elemental ailments. Bleeding and poison are non-elemental ailments.
Ailment | Associated damage type | Effect | Elemental | Damaging |
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Bleeding | Physical | Bleeding can only be inflicted by physical damage dealt to Life. Bleeding enemies take physical damage over time, at 15% of the physical damage of the hit that inflicted bleeding per second. Bleeding deals an additional 100% damage per second if the enemy is moving or the bleeding has been Aggravated. The base duration is 5 seconds. | ![]() |
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Poison | Physical and chaos | Poison causes the affected target to take chaos damage over time, at 20% of the combined physical and chaos damage of the hit that applied it per second, with an explicit source of poison chance. The base duration is 2 seconds. | ![]() |
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Ignite | Fire | Ignite causes the affected target to burn for 20% of the fire damage of the final hit that applied it, per second. The base duration is 4 seconds. | ![]() |
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Chill | Cold | Cold damage always inflicts chill. Chill slows all actions of the affected target up to 50%, based on the cold damage of the hit. The base duration is 2 seconds. | ![]() |
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Freeze | Cold | Freeze prevents the affected target to move or act for a duration. The base duration is 4 seconds. | ![]() |
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Shock | Lightning | Shock causes the affected target to take 20% increased damage from all sources, based on the lightning damage of the hit. The base duration is 4 seconds. | ![]() |
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Electrocute | Lightning | Electrocute causes the affected target's action speed to drop to 0, effectively immobilizing a target. | ![]() |
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Skill gems
List of gems containing the phrase "ailment":
Active gems
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