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, The Three DragonsThe Three Dragons
Golden MaskQuality: *+20%*
Evasion: **115**
Energy Shield: **22**Requires Level **35**, **40** Dex, **40** Int+(26-30)% to all Elemental Resistances
Your Fire Damage can Shock but not Ignite
Your Cold Damage can Ignite but not Freeze or Chill
Your Lightning Damage can Freeze but not Shock"The ice seared his naked feet
As the lightning stilled his heart,
But it was the flames upon his lover's face
That roused him to vengeance."
- From 'The Three Dragons' by Victario of Sarn 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 Bino's Kitchen KnifeBino's Kitchen Knife
Slaughter Knife*Rune Dagger*
Quality: *+20%*
Physical Damage: **(72-84) to (247.2-271.2)**
Critical Strike Chance: **(8.82%-9.45%)**
Attacks per Second: **1.40**
Weapon Range: **10**Requires Level **65**, **81** Dex, **117** Int30% increased Global Critical Strike Chance30% increased Damage over Time
Adds (50-60) to (120-140) Physical Damage
(40-50)% increased Critical Strike Chance
+(15-25)% to Global Critical Strike Multiplier
+(8-12)% to Chaos Resistance
On Killing a Poisoned Enemy, nearby Enemies are Poisoned
and nearby Allies Regenerate 200 Life per secondCalling it poison would imply
that it was even edible. equipped spreads poison to other targets within a radius.
* Arctic ArmourArctic ArmourSpell, Duration, Cold
Level: *(1-20)*
Reservation: *25% Mana*
Cooldown Time: *1.00 sec*
Can Store *1* Use(s)
Cast Time: *Instant*Requires Level **16**Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.*Per 1% Quality:*1Superior2Anomalous3Divergent1% increased Skill Effect Duration1% chance to Freeze Enemies for 350 ms when Hit0.05% less Physical Damage taken from Hits
0.05% less Fire Damage taken from HitsChill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%
(8-13)% less Physical Damage taken from Hits
(8-12)% less Fire Damage taken from Hits
Base duration is (2.5-4.4) seconds
Buff grants Immunity to FreezePlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. 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 weapon or wielding type

#### Ailment damage with melee weapons

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

12% increased Melee Physical DamageAttacks with Melee Weapons deal 12% increased Damage with Ailments [2]

4% increased Melee Physical DamageAttacks with Melee Weapons deal 4% increased Damage with Ailments [5] [6]

#### 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 with specific weapon class

#### 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.
No results found for the given query.

#### 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.
No results found for the given query.

#### Increased lightning ailment duration

These passive skills increase the duration of lightning ailments.
No results found for the given query.

### 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.
No results found for the given query.

#### 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.
No results found for the given query.

#### 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

 3.0.0 | * 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.

## References

1. ↑ 1.0 1.1 1.2 Rory (May 3, 2017). "Damage Over Time Changes - Part 2". *Official Path of Exile Forums*. Retrieved August 6, 2017.
2. ↑ Bex\_GGG (August 2, 2017). "Path of Exile 3.0.0: The Fall of Oriath Patch Notes". *Official Path of Exile Forums*. Retrieved August 6, 2017.
3. ↑ 3.0 3.1 Rory (April 27, 2017). "Damage Over Time Changes - Part 1". *Official Path of Exile Forums*. Retrieved December 26, 2017.