Elemental Weakness

Elemental Weakness is a Hex spell that curses all targets in an area, lowering their elemental Resistance. If the player character self casts this hex, it gains 10 Doom per second. Doom increases the effectiveness of this hex.

Skill Functions and Interactions

 * Negative Resistances: This curse can cause resistance values to dip into the negatives, if the base values are low enough. This will have the affect of increasing the damage above values listed on the character screen. For example, if a monster has 0% elemental resistances by default (as well as 100% curse effectiveness) and is inflicted with level 1 Elemental Weakness, that monster now has -20% (negative 20%) elemental resistances. Consequently, the monster thus receives 20% more elemental damage than the spell or attack would normally cause. The curse gets even more effective against monsters with higher resistances. However, a boss such as The Shaper has 66% less curse effectiveness, thus for the overall calculation it is needed to take both monster resistances and curse effectiveness into account.
 * The extra damage is multiplicative with other damage modifiers as it is considered to be the monsters damage mitigation, and not due to a buff on any players' elemental skills damage.
 * Elemental Weakness can be turned into an aura by linking it with either or.

Related modifiers
The following mods are related to Elemental Weakness:

These Synthesis implicit are able to find in pre-synthesised item or added via Harvest mechanics:

Legacy mods
The following mods can only be find in legacy item in permanent leagues:

Area mods
Elemental Weakness is one of the curses that can be rolled on maps and vaal side area (known as "secret_area" in spawn weight table), the curses affect the entire area and cannot be removed. The level of the curses is fixed (level 1) but their curse effectiveness varies depending on the map tier and awakening bonus objectives. A red map with 162-164 awakening objectives reduces your resistances by 35%. (The game still coded the initial 60% hex effectives for the red map mod, as internal code value "15". Each value add 4% to the effectiveness. The awakening objectives increase this value for 27% (from 162/6) to 19 after round down. Thus the final effectiveness is 19*4 = 76%. Level 1 curse -20% res. -20 * 1.76 = -35% res after round down.)

Legacy map mods
The following map mods can only be find in legacy map item in permanent leagues:

Version history
 All curse skills have been reworked and are now divided into two categories: Hexes and Marks.
 * Hexes apply a curse in an area and, when manually cast, apply an amount of Doom per second to cursed enemies up to a maximum. Doom increases the effect of the afflicted curse and stacks additively with modifiers to increased Curse effect.
 * Items which apply a Curse to an enemy (such as the curse-on-hit Ring modifiers) no longer specify a level, and instead have a set magnitude for their values with a fixed amount of Doom, which is overwritten when another source applies a more potent version (similar to Arcane Surge).
 * Elemental Weakness: Curses applied by casting this spell now gain 10 Doom per second.


 * Mana Cost at gem level 1 is now 16 (was 24).
 * Mana Cost at gem level 20 is now 33 (was 50).


 * Increased Area of Effect mod and its progression per level doubled.


 * Mana cost reduced at all levels. Area of effect increases per gem level reduced, but the base area of effect has been increased by 37.5% (from 16 to 22). It now grants 0.25% reduced elemental resistances on cursed enemies per 1% quality (was 0.4% per 1% quality).


 * Now gains -8% Enemy Resistances at 20% quality, instead of -10% at 20% quality.


 * Fixed a bug where Chance to Ignite did not scale properly under Elemental Weakness.


 * Elemental Weakness has been added to the game.
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