Ailment

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

Ignite, chill, freeze, shock, scorch, brittle, and sap are collectively referred to as elemental ailments.

Chill, freeze, shock, scorch, brittle, and sap are collectively referred to as non-damaging ailments.

Bleed, poison, and ignite are damaging ailments.

Mechanics
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, 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 equipped spreads poison to other targets within a radius.
 * 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.

Unique items
List of unique items related to Ailment. This list does not include item that affect individual ailment only. For those item, read Bleed, poison, ignite, Chill, freeze, shock, scorch, brittle, and sap article.

Passive skills
These passive skills are related to ailments.

Ailment damage with melee weapons
These passive skills grant increased ailment damage while wielding melee weapons.

Ailment damage with one-handed weapons
These passive skills grant increased ailment damage while wielding one-handed weapons.

Ailment damage with two-handed weapons
These passive skills grant increased ailment damage while wielding a two-handed weapon.

Ailment damage while dual wielding
These passive skills grant increased ailment damage while dual wielding.

Ailment damage while wielding a shield
These passive skills grant increased ailment damage from attack skills while wielding a shield.

Ailment damage while wielding an axe
These passive skills grant increased ailment damage from attack skills while wielding an axe.

Ailment damage while wielding a mace
These passive skills grant increased ailment damage with attack skills while wielding a mace.

Ailment damage while wielding a sword
These passive skills grant increased ailment damage with attack skills while wielding a sword.

Ailment damage while wielding a dagger
These passive skills grant increased ailment damage with attack skills while wielding a dagger.

Ailment damage while wielding a claw
These passive skills grant increased ailment damage with attack skills while wielding a claw.

Ailment damage while wielding a staff
These passive skills grant increased ailment damage with attack skills while wielding a staff.

Ailment damage while wielding a bow
These passive skills grant increased ailment damage with attack skills while wielding a bow.

Ailment damage while wielding a wand
These passive skills grant increased ailment damage with attack skills while wielding a wand.

Increased elemental ailment duration
These passive skills increase the duration of elemental ailments.

Increased cold ailment duration
These passive skills increase the duration of cold ailments.

Increased fire ailment duration
These passive skills increase the duration of fire ailments.

Increased lightning ailment duration
These passive skills increase the duration of lightning ailments.

Increased non-damaging ailment effect
These passive skills increase the effects of non-damaging ailments.

Increased elemental ailment effect
These passive skills increase the effect of elemental ailments.

Increased cold ailment effect
These passive skills increase the effects of cold ailments.

Increased fire ailment effect
These passive skills increase the effects of fire ailments.

Increased lightning ailment effect
These passive skills increase the effects of lightning ailments.

Misc
These passive skills are related to ailments, but do not fit into any other category.

Cluster jewel passives
The following cluster jewel-only passives are related to Ailment:

Related modifiers
The following modifiers are related to ailment:

Enchantments
The Lord's Labyrinth enchantments

Heist enchantments

Legacy mods
The following fossil-exclusive modifiers are spawn disabled:

Version history

 * Added 3 new Elemental Ailments to the game; Scorched, Brittle, and Sapped.


 * Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).
 * We now only refer to 'Ailments' rather than the longer 'Status Ailments'. The pre-existing 'Elemental Status Ailments' are now referred to as 'Elemental Ailments', and cases where 'Elemental' was left off because there were previously no non-elemental ailments have been corrected.
 * There are now separate reminder texts for Elemental Ailments and for Ailments.
 * }