Ailments & Status Effects

Lingering effects inflicted by hits.

Ailments

Ailments are a family of common Debuffs associated with specific damage types. The list of Ailments is: Bleeding, Ignite, Chill, Freeze, Shock, Electrocute, and Poison.

Elemental Ailments

Elemental Ailments are Ignite, Chill, Freeze, Shock, and Electrocute.

Damaging Ailments

Ailments that deal damage are Bleeding, Ignite, and Poison.

Non-Damaging Ailments

Ailments that do not deal damage are Chill, Freeze, Shock, and Electrocute.

Ignite

Ignite is an Ailment that deals Fire damage over time, and lasts for 4 seconds by default. The chance for a Hit to Ignite a target is determined by the total Magnitude of Flammability on the target, including the amount added by that Hit. Fire damage from Hits Contributes to the Magnitude of Ignite, so Hits dealing more Fire damage inflict stronger Ignites. The base Magnitude of Ignite is Fire damage per second equal to 20% of the Fire damage dealt by the Hit that inflicted it. This is calculated using the final damage dealt by the Hit, but not any modifiers on the target that affect how much damage they will take from the Hit. This Magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Ignite, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Ignite damage.

Burning

Enemies taking Fire damage over time are Burning. Usually this occurs because the enemy is Ignited.

Bleeding

Bleeding is an Ailment that deals Physical damage over time, and lasts 5 seconds by default. Damage from Bleeding bypasses Energy Shield Bleeding deals an extra 100% damage while the target is moving, or if the Bleeding is Aggravated. Physical damage from Hits Contributes to Bleeding Magnitude. Damage does not Contribute to Bleeding chance, so it cannot be inflicted without an explicit source of Bleeding chance. The base Magnitude of Bleeding is Physical damage per second equal to 15% of the Pre-mitigation Physical damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Bleeding, but any such modifiers that specifically apply to Hit damage (such as Armour Break) do not affect Bleeding damage.

Poison

Poison is an Ailment that deals Chaos damage over time, and lasts 2 seconds by default. Damage from Poison bypasses Energy Shield. Physical and Chaos damage from Hits Contribute to Poison Magnitude. Damage does not Contribute to Poison chance, so it cannot be inflicted without an explicit source of Poison chance. The base Magnitude of Poison is Chaos damage per second equal to 20% of the Pre-mitigation Physical and Chaos damage of the Hit that inflicted it. This magnitude is not further affected by any modifiers to the damage you deal. Modifiers and Debuffs that affect the enemy's ability to mitigate damage (such as Shock) can affect the damage the enemy takes from Poison, but any such modifiers that specifically apply to Hit damage (such as Penetration) do not affect Poison damage.

Shock

Shock is an Ailment that causes targets to take 20% increased damage, and lasts 4 seconds on players or 8 seconds on non-players by default. Lightning damage from Hits Contributes to chance to Shock enemies. The higher the Lightning damage dealt, the higher the chance. By default a Hit has 1% chance to Shock for every 4% of the target's Ailment Threshold dealt.

Chill

Chill is an Ailment that Slows the afflicted target, and lasts 2 seconds on players or 8 seconds on non-players by default. Chill Magnitude depends on the Chilling damage dealt relative to the target's Elemental Ailment Threshold, with a minimum of 30% and a default maximum of 50%. Cold damage from Hits can Chill by default, and does not require a chance to inflict Chill. However, Chills smaller than 30% will be ignored, so small Hits can fail to Chill.

Freeze

Freeze is an Ailment that causes targets to be unable to move or act, and lasts 4 seconds by default. Cold damage from Hits Contributes to Freeze Buildup on enemies until they become Frozen.

Brittle

Hits have up to +6% Critical Hit Chance against Brittle enemies, based on the Cold damage of the Hit which inflicted Brittle, for 4 seconds.

Electrocution

Electrocution is an Ailment that interrupts the target's actions and prevents them performing any action, and lasts 5 seconds by default. Only Lightning damage from Hits with specific skills or effects Contributes to Electrocution Buildup on enemies until they become Electrocuted. Other sources of Lightning damage will not build up towards Electrocution.

Blind

Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.

Maim

Maimed enemies suffer from 30% Slower Movement Speed and 15% reduced Evasion Rating. Maim lasts for 4 seconds unless otherwise specified.

Hinder

Hinder is a Debuff that Slows movement speed by 30% unless otherwise specified. Unless Specified, Hinder has a duration of 4 seconds.

Withered

Withered applies 5% increased Chaos damage Taken, and can be inflicted up to 10 times.

Impale

Impale is a Debuff inflicted by Hits, which stores 30% of the Pre-mitigation Physical Hit damage of the Impaling hit as its Magnitude. Subsequent Attack Hits against Impaled targets will Extract the Impale debuff. When this occurs, the Magnitude of the Impale is added to the Pre-mitigation Physical damage of that attack hit. A maximum of 60 Impale Debuffs can be present on a target at once. If multiple Impales are present on a target, each Attack's Hit only Extracts and benefits from the strongest one of them.