Elemental Hit

Elemental Hit is an attack skill that randomly chooses an element for each use. That use of Elemental Hit will only deal damage of the chosen element, and has more area of effect against enemies affected by the elemental ailments of that element. The skill deals more damage for each elemental ailment present on enemies.

Elemental Hit can be used with any weapon, or while unarmed.

Skill functions and interactions

 * The relevant elemental ailments are ignite, scorch (Fire), chill, freeze, brittle (Cold), shock, and sap (Lightning).
 * Random damage type: Elemental Hit chooses a random elements each time it is used. That use can deal only damage of the chosen element (meaning it can never deal physical or chaos damage). The unique threshold jewels Combat Focus can be used to exclude elements from being chosen.
 * Sequential Projectiles and Repeat: When linked to Elemental hit will pick one element per barrage;  will pick a new element for each repeat.
 * Damage conversion: Elemental Hit has added damage of each element present on the gem. This flat damage may be converted normally. The selection of an element happens afterwards and does not retroactively change the results of conversion.
 * Example: If the player allocates the keystone Avatar of Fire, 50% of all lightning damage and 50% of all cold damage are converted to fire. This includes the flat damage inherently present on the gem. When Elemental Hit chooses fire, it will then deal significantly more damage than if the player did not have Avatar of Fire.
 * Dual Wielding: Elemental Hit will alternate weapons while dual wielding.

Version history

 * Fixed a bug which caused to not increase its area of effect when hitting enemies afflicted by Scorch, Brittle or Sap (despite them being valid ailments).
 * Fixed a bug where melee Elemental Hit attacks that would apply a relevant ailment to Elemental Hit's bonus would increase the area of effect for that hit, despite the ailment not yet being applied.


 * Modifiers to Melee Weapon and Unarmed Attack Range are now described as "". The functionality hasn't changed. Weapons that describe their range still refer to "Weapon Range".


 * Now deals 22 to 40 added Fire Damage at gem level 1 (from 23 to 43), up to 480 to 891 at gem level 20 (from 590 to 1096).
 * Now deals 18 to 33 added Cold Damage at gem level 1 (from 19 to 35), up to 392 to 729 at gem level 20 (from 483 to 896).
 * Now deals 4 to 67 added Lightning Damage at gem level 1 (from 4 to 70), up to 77 to 1465 at gem level 20 (from 95 to 1802).


 * Now gain additional melee weapon range every 7 levels, up to +2 at level 20 (and +3 at level 21)


 * Previously added damage of a random element to an attack against a single target.
 * Now adds damage of all three element to attacks, selects one at random, and deals no damage of any other type. It tries not to pick the same element twice in a row. If the skill hits an enemy, it also deals damage in a small area around it. If the enemy is suffering from that element's associated ailment (ie. if it hits an ignited enemy with fire damage), the area component of the attack gets 80% more radius.
 * Now deals 10% more damage per elemental ailment on enemies.
 * Now has 30% chance to freeze, shock and ignite (up from 10%), which grows as the gem levels, up to 49% at gem level 20.
 * Now requires level 12.
 * Now actually shows the correct DPS in the tooltip.


 * Damage increased by 10%.


 * Now has a base chance to inflict elemental status ailments.


 * The mana costs of, , and  have been reduced.


 * The mana cost of all skills has been revised.


 * Increased the mana cost.
 * Damage progression past level 1 has been reduced.


 * Is now player level 19 (was 2) and has had its damage reduced, especially at high levels.


 * Reduced the mana cost.


 * Increased damage at higher levels.


 * Increased damage of Elemental Hit skill


 * Elemental hit skill now has correct gem hover


 * Added new skills: Ground Slam, Elemental Hit and Cleave
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